Fast and reliable collision culling using graphics hardware

24Citations
Citations of this article
36Readers
Mendeley users who have this article in their library.
Get full text

Abstract

We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs for eliminating a subset of primitives that are not in close proximity. In order to overcome the accuracy problems caused by the limited viewport resolution, we compute the Minkowski sum of each primitive with a sphere and perform reliable 2.5D overlap tests between the primitives. We are able to achieve more effective collision culling as compared to prior object space culling algorithms. We integrate our culling algorithm with CULLIDE [1] and use it to perform reliable GPU-based collision queries at interactive rates on all types of models, including nonmanifold geometry, deformable models, and breaking objects. © 2006 IEEE.

Cite

CITATION STYLE

APA

Govindaraju, N. K., Lin, M. C., & Manocha, D. (2006). Fast and reliable collision culling using graphics hardware. In IEEE Transactions on Visualization and Computer Graphics (Vol. 12, pp. 143–153). https://doi.org/10.1109/TVCG.2006.29

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free