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Proceedings ArticleDOI

Collision between deformable objects using fast-marching on tetrahedral models

TLDR
This paper presents an approach to handling collision between deformable objects using tetrahedral decomposition using a modified "Closest Point" algorithm derived from Fast Marching using an approximated distance map to compute a penalty based response.
Abstract
This paper presents an approach to handling collision between deformable objects using tetrahedral decomposition. The tetrahedral volumetric model is often used to simulate deformable objects that handle cuts and splits. Interaction between such objects in a complex environment is still an open problem in interactive simulation. This paper is mainly focused on obtaining a fast computation of a reliable penalty response. The method consists in using an approximated distance map to compute a penalty based response. We propose to compute the distances to the boundary using a modified "Closest Point" algorithm derived from Fast Marching. The presented algorithm, inspired by the [FL01], has the advantage of computing rapidly the "Closest Point" in the volumetric tetrahedral mesh without any use of an additional computation grid. From the resulting distance map a response is computed using a new "segment-in-object" response that offers more reliable results than the "point-in-object" generally used in previous works. Using this collision model, simulation at interactive rate can be considered in an environment composed of objects that can be deformed and cut.

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Citations
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Proceedings ArticleDOI

Robust quasistatic finite elements and flesh simulation

TL;DR: A novel quasistatic algorithm is presented that alleviates geometric and material indefiniteness allowing one to use fast conjugate gradient solvers during Newton-Raphson iteration and a novel strategy for treating both collision and self-collision in this context is proposed.
Journal ArticleDOI

Interactive Simulation of Rigid Body Dynamics in Computer Graphics

TL;DR: In this paper, a self-contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years.
Journal ArticleDOI

Six-DoF Haptic Rendering of Contact Between Geometrically Complex Reduced Deformable Models

TL;DR: It is demonstrated that stable haptic interactions can be achieved by point-sampling offset surfaces to input "polygon soup'' geometry using particle repulsion, and a multi-resolution nested pointshell construction is introduced which permits level-of-detail contact force computation, and enables contact graceful degradation in close-proximity scenarios.

Real-time reduced large-deformation models and distributed contact for computer graphics and haptics

TL;DR: An automatic degree-of-freedom selection algorithm, and an algorithm for fast runtime simulation of the resulting reduced nonlinear dynamics for geometrically nonlinear deformable models, for use in interactive computer graphics and haptics.
Journal ArticleDOI

Methodology for Assessing Mesh-Based Contact Point Methods

TL;DR: A taxonomy of contact point generation methods is established and an analysis of what normal contact quality implies is laid down, enabling a novel methodology for assessing and studying quality for mesh-based shapes.
References
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Journal ArticleDOI

A fast marching level set method for monotonically advancing fronts

TL;DR: A fast marching level set method is presented for monotonically advancing fronts, which leads to an extremely fast scheme for solving the Eikonal equation.
Journal ArticleDOI

Efficient collision detection of complex deformable models using AABB trees

TL;DR: A way to speed up overlap tests between AABBs, such that for collision detection of rigid models, the difference in performance between the two representations is greatly reduced.
Proceedings ArticleDOI

I-COLLIDE: an interactive and exact collision detection system for large-scale environments

TL;DR: An exact and interactive collision detection system for large-scale environments, I-COLLIDE, based on pruning multiple-object pairs using bounding boxes and performing exact collision detection between selected pairs of polyhedral models.
Proceedings Article

Optimized Spatial Hashing for Collision Detection of Deformable Objects.

TL;DR: The presented algorithm is integrated in a physically–based environment, which can be used in game engines and surgical simulators, and employs a hash function for compressing a potentially infinite regular spatial grid.
Proceedings ArticleDOI

Graphical modeling and animation of ductile fracture

TL;DR: This video demonstrates a method for realistically animating ductile fracture in common solid materials such as plastics and metals that can generate realistic motion for a much wider range of materials than could be realized with a purely brittle model.