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Collision Detection for Deformable Objects

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Title: Collision Detection for Deformable Objects


1
Collision Detection for Deformable Objects
  • Xin Huang
  • huangxin_at_cs.unc.edu
  • 16/10/2007

2
Application
3
Overview
  • Deformable models
  • deforming over time, cutting, breaking ..
  • expensive to update the collision query structure
    such as BVH as model deforming

4
Overview
  • Self- collision
  • many adjacent or close primitives overlap
  • result in a high number of false positives
  • very challenging

5
Outline
  • Larsson 01 Collision detection for continuously
    deforming bodies
  • Zhang 2007 Interactive Collision Detection for
    Deformable Models
  • Govindaraju 03 CULLIDE Interactive Collision
    Detection between Complex Models in Large
    Environments using Graphics Hardware
  • Govindaraju 05 Interactive Collision Detection
    between Deformable Models using Chromatic
    Decomposition

6
Larsson 01
  • Collision Detection for Continuously Deforming
    Bodies Larsson 01
  • hybrid update an incremental bottom-up and a
    selective top-down update

7
Larsson 01
  • Broad phase sort and prune
  • Narrow phase update, AABBs test, primitive test

8
Larsson 01
  • Bounding volume pre-processing
  • Built 8-ary AABB tree in top-down manner
  • A parent AABB is split along three principle
    axis to form 8 child sub-volumes
  • Split planes center point of the box or average
    of all polygons midpoints

9
Larsson 01
  • Run-time AABB Updates
  • Top-down traversing the faces under the node
    benefit if a few deep nodes
  • Bottom-up Directly from AABBs of sub-node
    benefit if many deep nodes
  • Trade-off

10
Larsson 01
  • Hybrid update
  • For a tree with depth n, initially update the n /
    2 first levels bottom-up
  • Non-updated nodes are updated top-down on the fly
    during collision traversal

11
Larsson 01
  1. reporting all intersecting triangle pairs (b)
    first arbitrary intersecting triangle pair

12
Larsson 01
  • Conclusion
  • Fast to update during deformation
  • Not consider Self-collision

13
Zhang 2007
  • Interactive Collision Detection for Deformable
    Models using Streaming AABBs---Zhang 2007
  • Bound deformable objects as input streams
  • Use GPU to perform parallel pairwise overlap test
  • Compute in object space
  • Previous GPU based method
  • Depend on image resolution and view direction

14
Zhang 2007
15
Zhang 2007
  • AABB tree building texture preparation

16
Zhang 2007
  • Streaming AABB Overlap Tests

17
Zhang 2007
  • Hierarchical Readback

18
Zhang 2007
  • Primitive Intersection Test on CPU
  • Stream Update on GPU

19
Zhang 2007
  • Examples

20
Zhang 2007
  • Excluding texture download from CPU to GPU, 2-10
    times faster
  • Including texture download, 1.4-2 times faster

21
Zhang 2007
22
Zhang 2007
  • Conclusion
  • Streaming AABB overlap tests and stream update
    using SIMD computations
  • Stream reduction readback
  • Collision detection in Object space

23
Zhang 2007
  • Limitation
  • Pre-setup time to prepare AABB streams and map to
    textures in GPUs memory
  • Need more texture memory
  • Not report self-intersections

24
CULLIDE---Govindaraju 03
  • CULLIDE Interactive Collision Detection Between
    Complex Models in Large Environments using
    Graphics Hardware
  • Compute potentially colliding set (PCS)
  • Visibility query by graphics hardware

25
CULLIDE---Govindaraju 03
  • An object O does not collide with a set of
    objects S if O is fully-visible with respect to
    S.
  • Compute PCS by two pass
  • 1st pass, render the objects in the order O1,
    ..,On
  • 2nd pass, render the objects in the reverse order
    On,On-1, ...O1
  • test if an object is fully visible or not, if
    not, in PCS

26
CULLIDE---Govindaraju 03
  • Object level pruning
  • perform object level pruning by computing the PCS
    of objects.
  • Sub-Object Pruning
  • identify potential regions of each object in PCS
  • Exact Collision Detection
  • Triangle-triangle intersection on the CPU

27
CULLIDE---Govindaraju 03
28
CULLIDE---Govindaraju 03
  • Limitation
  • No distance and penetration information
  • Image-space resolution
  • Cannot handle self-collision

29
Self-collision
  • Challenge
  • Non-interactive rates
  • Many adjacent or nearby primitives in close
    proximity
  • A high number of false positives

30
Govindaraju 05
  • Interactive Collision Detection between
    Deformable Models using Chromatic Decomposition
  • Chromatic Mesh Decomposition
  • Set-based Self-Collision Detection

31
Govindaraju 05
  • Non-Adjacent Collision Detection (NACD) AABB and
    2.5D overlap test
  • Adjacent Collision Detection (ACD) exact VF
    and EE elementary tests

32
Govindaraju 05
  • Chromatic Mesh Decomposition
  • Independent Sets
  • Graph Coloring
  • Construct an extended-dual 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 and only if
  • pl and pm are vertex-adjacent
  • There exists a primitive p in the mesh that both
    (pl, p) and (p, pm) are adjacent

33
Govindaraju 05
  • AABB Hierarchy Culling
  • Test the Hierarchy against itself
  • Compute non-adjacent primitive colliding
  • 2.5D Overlap Tests
  • Extend CULLIDE

34
Govindaraju 05
  • 2.5D Overlap Tests
  • First pass Traverse the primitives in Si from
    the last to the first. Test if pim is
    fully-visible against previously rendered
    primitives in Sj, i.e. S jgtm
  • Second pass Traverse the primitives in Si from
    the first to the last. Only test the primitive
    pim which was fully visible in the first pass for
    potential overlap with the PCS Sj, i.e. Sjltm

35
Govindaraju 05
  • Exact Tests Non-Adjacent Primitives
  • Merge the PCS of all independent sets
  • Use AABB hierarchy to compute intersecting pairs
  • Perform EE and VF tests between pairs
  • Exact Tests Adjacent Primitives
  • Check all adjacent primitives for intersection
  • Do not test the shared edge or vertex

36
Govindaraju 05
37
Govindaraju 05
  • Limitation
  • Mesh with fixed connectivity
  • Work well with a small number of overlapping
    pairs
  • Chromatic decomposition may produce a high number
    of independent sets

38
Conclusion
  • No general or optimal method existed
  • Approaches based on BVH have shown to be
    efficient
  • Image-space techniques can achieve highly culling
    rate, however, is limited by discretization
    accuracy
  • Self-collision still remains challenging

39
Some other approaches
  • Distance Fields
  • Spatial Subdivision
  • Stochastic Methods
  • (Refer to Teschner 2005, a State of the Art
    review)

40
References
  • Survey LIN M., MANOCHA D. Collision and
    proximity queries. In Handbook of Discrete and
    Computational Geometry, 2003
  • Collision detection for deformable objects.
    Teschner, M., Kimmerle, S., Heidelberger, B.,
    Zachmann, G., Raghupathi, L., Fuhrmann, A., Cani,
    M.-P., Faure, F., Magnenat-Thalmann, N.,
    Strasser, W., and Volino, P. 2005. Computer
    Graphics Forum
  • Larsson T., Akenine-Möller T. 2001. Collision
    detection for continuously deforming bodies. In
    Eurographics, pp. 325333. short presentation.
  • Interactive Collision Detection for Deformable
    Models Using Streaming AABBs, Xinyu Zhang, Young
    J. Kim, IEEE Trans Visualization Computer
    Graphics, 2007
  • Govindaraju, N., Redon, S., Lin, M. C., and
    Manocha, D. 2003. CULLIDE Interactive Collision
    Detection between Complex Models in Large
    Environments using Graphics Hardware. Proc. of
    Eurographics/SIGGRAPH Workshop on Graphics
    Hardware
  • Interactive Collision Detection between
    Deformable Models using Chromatic Decomposition,
    Naga K. Govindaraju, David Knott, Nitin Jain,
    Ilknur Kabul, Rasmus Tamstorf, Russel Gayle, Ming
    C. Lin, Dinesh Manocha in ACM SIGGRAPH 2005
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