2003 · 79 citations · 23 references
ArchitectureComputer Science3D ModelingComputational GeometryGeometric ModelingCollision DetectionGeometry ProcessingParticle MethodsParticle SystemsParticle-based SimulationShape RepresentationCollision ResponseDeformable Body Collision DetectionDeformable ModelsDistance Field ModelingDistance-based Collision DetectionProximity QueriesReal-time Collision DetectionRigid Body Collision Detection
In this paper we address the problem of rapid distance computa-tion between rigid objects and highly deformable objects, which is important in the context of physically based modeling of e.g hair or clothing. Our method is in particular useful when modeling deformable objects with particle systems—the most common approach to simulate such objects. We combine some already known techniques about distance fields into an algorithm for rapid collision detection. Only the rigid objects of an environment are represented by distance fields. In the context of proximity queries, which are essential for proper collision detection, this representation has two main advantages: First, any given boundary representation can be approximated quite eas-ily, no high-degree polynomials or complicated approximation algorithms are needed. Second, the evaluation of distances and nor-mals needed for collision response is extremely fast and indepen-dent of the complexity of the object. In the course of the paper we propose a simple, but fast algorithm for partial distance field computation. The sources are triangular meshes. Then, we present our approach for collision detection in detail. Examples from an interactive cloth animation system show the advantages of our approach in practice. We conclude that our method allows real-time animations of complex deformable objects in non-trivial environments on standard PC hardware.
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S. Gottschalk, Ming C. Lin, Dinesh Manocha · 1996 · 2.1K citations
Large steps in cloth simulation
David Baraff, Andrew Witkin · 1998 · 1.7K citations · Full text