You are required to read and agree to the below before accessing a full-text version of an article in the IDE article repository.

The full-text document you are about to access is subject to national and international copyright laws. In most cases (but not necessarily all) the consequence is that personal use is allowed given that the copyright owner is duly acknowledged and respected. All other use (typically) require an explicit permission (often in writing) by the copyright owner.

For the reports in this repository we specifically note that

  • the use of articles under IEEE copyright is governed by the IEEE copyright policy (available at http://www.ieee.org/web/publications/rights/copyrightpolicy.html)
  • the use of articles under ACM copyright is governed by the ACM copyright policy (available at http://www.acm.org/pubs/copyright_policy/)
  • technical reports and other articles issued by M‰lardalen University is free for personal use. For other use, the explicit consent of the authors is required
  • in other cases, please contact the copyright owner for detailed information

By accepting I agree to acknowledge and respect the rights of the copyright owner of the document I am about to access.

If you are in doubt, feel free to contact webmaster@ide.mdh.se

Adaptive Algorithms for Collision Detection and Ray Tracing of Deformable Meshes

Fulltext:


Authors:


Publication Type:

Licentiate Thesis

Publisher:

Mälardalen University Press


Abstract

Many applications in computer graphics and visualization are directly dependent on accurate and fast intersection queries. To prevent bodies passing directly through each other, the simulation system must be able to track touching or intersecting geometric primitives. In real-time graphics simulations, in which hundreds of thousands of geometric primitives are involved, highly efficient collision detection algorithms are needed. The efficient handling of deformable models constitutes a particular challenge to the simulation system, since the possibilities of precomputing efficient data structures are decreased dramatically. The same type of problem arises in interactive ray tracing, where a huge number of geometric intersections must be determined in just a fraction of a second.For these reasons, new efficient collision detection and ray tracing methods for deformable meshes are suggested in this thesis. The proposed solutions are based on bounding volume hierarchies which allow the models they represent to be deformed at every time step of the simulation. Different update methods to efficiently refit the bounding volumes in the hierarchies as the models deform are presented. The models considered are represented by polygon meshes that are either deformed by arbitrary vertex repositioning or by mesh morphing. The update methods postpone updates in the hierarchies until they are absolutely needed in order to avoid unnecessary updating work. The results from the experiments performed indicate that significant speed-ups can be achieved by using these new methods in comparison with approaches suggested previously. The thesis also shows that mesh morphing constitutes a specific example of a restricted type of deformation that allows particularly efficient hierarchical data structures, with expected sub-linear collision queries in the number of geometric primitives of the meshes.

Bibtex

@misc{Larsson513,
author = {Thomas Larsson},
title = {Adaptive Algorithms for Collision Detection and Ray Tracing of Deformable Meshes},
number = {14},
month = {October},
year = {2003},
publisher = {M{\"a}lardalen University Press},
url = {http://www.es.mdh.se/publications/513-}
}