Title: Collision Detection for Deformable Models
1Collision Detection for Deformable Models
- Huai-Ping Lee
- lhp_at_cs.unc.edu
2Differences in Deformable Models
- Collision and self-collisions
- Self collisions are often neglected for rigid
bodies - Preprocessing
- Data structure need to be updated frequently
- Performance
- Efficiency is very important
3Hybrid Approach LAM01
- Goal adapt BVHs to handle deformable models
efficiently - Some modification in building and updating the
tree - Efficiency of updating hierarchies is more
important than the tightness of BVs - AABBs are preferred
4Hybrid Approach LAM01
- For a bottom-up update strategy using AABBs
vdB97, 8-ary tree version is 10 to 20 percent
faster than binary version - Fewer nodes need to be updated (if using top-down
approach) - Recursion depth during collision tests is lower
5Hybrid Approach LAM01
- Bounding volume pre-processing
- 8-ary AABB tree built in top-down manner
- A parent AABB is split along three axis to form
eight child sub-volumes - No significant difference between ways of
choosing split planes - Center of the box or average point of all polygons
6Hybrid Approach LAM01
- Run-time update
- Hybrid of top-down and bottom-up updates
- For a tree with depth n, initially update the n/2
first levels bottom-up. - During a collision traversal, update those
non-updated nodes top-down as needed
7Hybrid Approach LAM01
- Results for hard cases
- All intersecting face pairs are reported
8Hybrid Approach LAM01
- Results for simple cases
- Only the first intersecting face pair is reported
9Hybrid Approach LAM01
- Improved bounding volume hierarchies for
deformable models - More efficient update
- Self-collisions are not considered
10Lazy Update MKE03
- Another improvement to BVHs
- Using k-DOPs
- Build the tree top-down
- Also reported that 4-ary and 8-ary trees are
better - Lazy update
- Re-inserts the vertices into the leaf k-DOPs and
build internal nodes bottom-up - Also want to detect self-collision
11Lazy Update MKE03
- Knowing maximum velocity of the vertices, some
BVs need not be updated - Parts of the hierarchy where vertices do not
travel more than a distance b can be omitted
during the hierarchy update for a time t b / v,
if proximities smaller than eclose 2b is to be
detected - The BVs have been fattened by eclose / 2
12Lazy Update MKE03
- BVHs are still inappropriate when detecting
self-collisions - bounding boxes will always find contacts between
adjacent sub-objects - Test the BVH against itself?
- Need to skip some tests between adjacent
sub-surfaces - Previous solutions VMT94 and Pro97
- This paper uses method in Pro97
13Curvature Criterion VMT94
- If There exists a vector V for which N.V gt 0 at
every point of S - And The projection of C on a plane orthogonal to
V along the direction of V has no
self-intersections - Then There are no self-collisions on the surface
S.
14Curvature Criterion VMT94
- For each sub-surface
- Search for V
- If V exists, test the projected region for
self-intersection - If both succeeded, there is no self-intersection
- Otherwise, check for self intersections in the
sub-surface
15Curvature Criterion VMT94
- V can be propagated bottom-up in the tree
- Divide a sphere into 14 unit vectors
- In each node, keep those vectors that have
positive dot products with all the normals in the
BV
16Normal Cones Pro97
- In each BV, keep a cone representing a super set
of normal directions - Parent cones are easily computed from child cones
- a ß/2 max(a1, a2)
- If a?p, check for self-intersection
17Lazy Update MKE03
- Another way to improve hierarchy update
- Also detects self-intersection using normal cones
- Results
- HUHierarchy Update, CTCollision Test
18Morphing of Tree LAM03
- Accelerate the special case in which models are
deformed by mesh morphing - First establish the correspondence between
geometric parts in reference models, assuming all
models have the same number of vertices and mesh
connectivity - Interpolate between these parts
- The models in each frame are formed by linear
blending the n reference models
19Morphing of Tree LAM03
- Tree building (top-down)
- Add one BV per node in the tree for each
reference model - Namely, each node in the tree contain n BVs
- BVs are updated by blending the bounding volumes
of corresponding sub-models - using the same weights for linear blending
20Morphing of Tree LAM03
- Experimentthree reference models
21Morphing of Tree LAM03
- Compared with hybrid method LAM01
22Image-Space Techniques
- Work with 2D or 3D discretized representation of
objects - Do not perform exact collision detection due to
discretization error - Make use of graphics hardware
- Have to worry about bandwidth to and from
graphics card - Too many read-backs of buffers (depth, color,
stencil) will make it slower than using only CPU
23Layered Depth Image (LDI) Decomposition HTG03
- Use discretized 3D representation to accelerate
collision detection - Look like this
24Layered Depth Image (LDI) Decomposition HTG03
- Stage 1 Compute AABB intersection for a pair of
objects (Volume-of-Intersect, VoI) - Stage 2 Compute the two LDIs restricted to the
VoI - like scan-line conversions
25Layered Depth Image (LDI) Decomposition HTG03
- How to compute LDIs?
- Render a 2D projection for each depth value
- Like scan-conversions
- Need to read back the rendered image from frame
buffer - For simple environment, graphics hardware version
runs slower than CPU version
26Layered Depth Image (LDI) Decomposition HTG03
- Stage 3 Perform the actual collision detection
- (3a) Count the overlapping pixels
- (3b) Check if vertices of an object are in
another objects volume
27Layered Depth Image (LDI) Decomposition HTG03
- Resultsusing intersection volume (3a)
- Depth complexity is the number of layers in LDI
28Layered Depth Image (LDI) Decomposition HTG03
- Resultsusing vertex-in-volume
- Times for LDI generation for entire objects
29Layered Depth Image (LDI) Decomposition HTG03
- Does not need much pre-computation
- Can also detect self-collision
- By labeling entry leaving points explicitly
- Accuracy is related to the resolution of LDI
- Restricted to water-tight models
- Otherwise the scan-conversion will fail
- Need buffer read-backs
- Use graphics hardware for complex scenes!
30CULLIDE GRLM03
- A solution to N-body problem
- Does not use 3D discretized representation of the
models - Only use visibility queries
- Cull those objects that cannot be colliding
- Keep a potentially colliding set (PCS)
- For large environment
31CULLIDE GRLM03
- Given an environment composed of n objects, O1,
O2, , On - If Oi is fully-visible with respect to all other
objects, then Oi cannot collide with any other
object, thus is not in PCS - Choose three axis to perform orthogonal
projection - The second pass tests visibility of sub-objects
in a similar manner - Only test those still in the PCS after first pass
32CULLIDE GRLM03
- Final step
- The primitives remaining in the PCS are tested
with exact collision detection methods - Results
100 deforming cylinders
100 cylinders 200 polygons
33CULLIDE GRLM03
- Visibility query done by graphics hardware
- Does not need to read back buffers
- Accuracy governed by image resolution
- Errors can be overcome by fattened
representation - GLM04
- Does not need pre-computation
- Suitable for any polygonal mesh, large scene
- Cannot be used for self-collision
- Adjacent faces cannot be culled
- Need decomposition of the mesh?
34Chromatic Decomposition Govindaraju et al. 05
- Modify CULLIDE to handle self-collision
- transforms self-collision detection into
pair-wise N-body CD between non-adjacent
primitives - Decompose the mesh into k independent sets
S1,,Sk - For every pair of independent set, (Si, Sj),
ensure each primitive in Si has only one adjacent
primitive that is in Sj - To simplify the adjacency
- Building a corresponding graph G, and decompose
it with graph coloring
35Graph Coloring Govindaraju et al. 05
- Construct a graph G (V, E)
- Each primitive pi correspond to a vertex V(pi) in
V - Add an edge (V(pl), V(pm)) to E if
- Primitives pl and pm are vertex-adjacent
- There exists primitive p in the mesh that is
adjacent to both pl and pm - Ensures each primitive in Si has only one
adjacent primitive that is in Sj
36Graph Coloring Govindaraju et al. 05
- Each node is given a color that is different from
its neighbors in graph G - Nodes with the same color forms an independent
set - Each independent set has a PCS
37Reordering Govindaraju et al. 05
- Consider each pair Si and Sj, compute pairs of
adjacent primitives between them - Give the adjacent primitives the same index
38Collision Culling Govindaraju et al. 05
- Collision culling using AABB tree
- Test the tree against itself
- Ignore overlaps with adjacent primitives here
- 2.5D test build PCS for each set
- 1st pass traverse the primitives in Si from last
to first - Test if pim is fully-visible against previously
rendered primitives in Si and Sj, namely pigtm
pjgtm - 2nd pass traverse the primitives from first to
last, namely test pim against piltm pjltm
39GPU Culling Govindaraju et al. 05
40AABB Culling vs. GPU culling Govindaraju et al.
05
41Exact Tests Govindaraju et al. 05
- For the primitives left in the PCS, perform exact
intersection tests on non-adjacent primitives - Merge the PCS of all independent sets
- Use AABB tree to test these primitives
- For adjacent primitives, perform elementary EE
and VF tests, but do not test the shared edge or
vertex
42Benchmarks Govindaraju et al. 05
More than 23K triangles 400-550ms during each step
13K triangles 400-500ms during each step
32,500 triangles each curtain 100ms for each
curtain
Path planning for a deformable object 60-90ms
43Comparison Govindaraju et al. 05
44Chromatic Decomposition Govindaraju et al. 05
- Transform self-collision detection into N-body
collision detection by decomposing the mesh - Use BVHs and image-space technique to do
collision culling - Utilize graphics hardware
45Conclusion
- BVHs are still an important tool for collision
detection for deformable objects - Need to optimize update procedure
- Self-collision can be culled in object space
- Curvature criterion (object space)
- Decompose into independent set
- Image-space techniques can be accelerated by
graphics hardware - But accuracy is limited by discretization
- Can still be powerful for culling, followed by
object-space exact collision detection
46Reference
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48Reference
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