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dc.contributor.authorSagardia, Mikelen_US
dc.contributor.authorStouraitis, Theodorosen_US
dc.contributor.authorSilva, Joao Lopes een_US
dc.contributor.editorJerome Perret and Valter Basso and Francesco Ferrise and Kaj Helin and Vincent Lepetit and James Ritchie and Christoph Runde and Mascha van der Voort and Gabriel Zachmannen_US
dc.date.accessioned2014-12-17T13:09:01Z
dc.date.available2014-12-17T13:09:01Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-76-7en_US
dc.identifier.urihttp://dx.doi.org/10.2312/eurovr.20141341en_US
dc.description.abstractWe present a collision detection and force computation algorithm based on the Voxelmap-Pointshell Algorithm which was integrated and evaluated in the physics engine Bullet. Our algorithm uses signed distance fields and point-sphere trees and it is able to compute collision forces between arbitrary complex shapes at simulation frequencies smaller than 1 msec. Utilizing sphere hierarchies, we are able to rapidly detect likely colliding areas, while the point trees can be used for processing colliding regions in a level-of-detail manner. The integration into the physics engine Bullet was performed inheriting interface classes provided in that framework. We compared our algorithm with Bullet's native GJK, GJK with convex decomposition, and GImpact, varying the resolution and the scenarios. Our experiments show that our integrated algorithm performs with similar computation times as the standard collision detection algorithms in Bullet if low resolutions are chosen. With high resolutions, our algorithm outperforms Bullet's native implementations and objects behave realistically.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing Methodologies [I.3.5]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectGeometric algorithmsen_US
dc.subjectObject hierarchiesen_US
dc.subjectComputing Methodologies [I.3.7]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.subjectVirtual realityen_US
dc.titleA New Fast and Robust Collision Detection and Force Computation Algorithm Applied to the Physics Engine Bullet: Method, Integration, and Evaluationen_US
dc.description.seriesinformationEuroVR 2014 - Conference and Exhibition of the European Association of Virtual and Augmented Realityen_US


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