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Collision Detection and Distance Computation

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sounds) Collision Detection Methods. Many different methods. We will focus on two of them: ... Desirable Properties of. BVs and BVHs. BVs: Tightness. Efficient ... – PowerPoint PPT presentation

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Title: Collision Detection and Distance Computation


1
Collision Detectionand Distance Computation
2
Probabilistic Roadmaps
Few moving objects,but complex geometry
3
Haptic Interaction
4
Graphic Animation
Many moving objects
5
Crowd Simulation
Many moving objects, but simple geometry
(discs) Need to also compute distances
(vision, sounds)
6
Collision Detection Methods
  • Many different methods
  • We will focus on two of them
  • Grid method good for many simple moving objects
    of about the same size (e.g., many moving discs
    with similar radii)
  • Bounding Volume Hierarchy (BVH) method good for
    few moving objects with complex geometry

7
Grid Method
  • Subdivide space into a regular grid cubic of
    square bins
  • Index each object in a bin

8
Grid Method
Running time is proportional tonumber of moving
objects
9
Bounding Volume Hierarchy Method
  • Enclose objects into bounding volumes (spheres
    or boxes)
  • Check the bounding volumes first

10
Bounding Volume Hierarchy Method
  • Enclose objects into bounding volumes (spheres
    or boxes)
  • Check the bounding volumes first
  • Decompose an object into two

11
Bounding Volume Hierarchy Method
  • Enclose objects into bounding volumes (spheres
    or boxes)
  • Check the bounding volumes first
  • Decompose an object into two
  • Proceed hierarchically

12
Bounding Volume Hierarchy Method
  • Enclose objects into bounding volumes (spheres
    or boxes)
  • Check the bounding volumes first
  • Decompose an object into two
  • Proceed hierarchically

13
Bounding Volume Hierarchy Method
  • BVH is pre-computed for each object

14
BVH in 3D
15
Collision Detection
Two objects described by their precomputed BVHs
16
Collision Detection
Search tree
AA
A
A
17
Collision Detection
Search tree
AA
A
A
18
Collision Detection
Search tree
AA
CC
CB
BC
BB
19
Collision Detection
Search tree
AA
CC
CB
BC
BB
If the pieces contained in G and D overlap ?
collision
20
Performance
  • Several thousand collision checks per second for
    2 three-dimensional objects each described by
    500,000 triangles, on a 1-GHz PC

21
Desirable Properties of BVs and BVHs
  • BVs
  • Tightness
  • Efficient testing
  • Invariance
  • BVH
  • Separation
  • Balanced tree

?
22
Desirable Properties of BVs and BVHs
  • BVs
  • Tightness
  • Efficient testing
  • Invariance
  • BVH
  • Separation
  • Balanced tree

23
Spheres
  • Invariant
  • Efficient to test
  • But tight?

24
Axis-Aligned Bounding Box (AABB)
25
Axis-Aligned Bounding Box (AABB)
  • Not invariant
  • Efficient to test
  • Not tight

26
Oriented Bounding Box (OBB)
27
Oriented Bounding Box (OBB)
  • Invariant
  • Less efficient to test
  • Tight

28
Comparison of BVs
No type of BV is optimal for all situations
29
Desirable Properties of BVs and BVHs
  • BVs
  • Tightness
  • Efficient testing
  • Invariance
  • BVH
  • Separation
  • Balanced tree

?
30
Desirable Properties of BVs and BVHs
  • BVs
  • Tightness
  • Efficient testing
  • Invariance
  • BVH
  • Separation
  • Balanced tree

31
Construction of a BVH
  • Top-down construction
  • At each step, create the two children of a BV
  • Example For OBB, split longest side at midpoint

32
Path Checking
33
What about deformable objects?
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