Efficient Collision Detection Using a Dual Bounding Volume Hierarchy

Author(s):  
Jung-Woo Chang ◽  
Wenping Wang ◽  
Myung-Soo Kim
2010 ◽  
Vol 42 (1) ◽  
pp. 50-57 ◽  
Author(s):  
Jung-Woo Chang ◽  
Wenping Wang ◽  
Myung-Soo Kim

2014 ◽  
Vol 596 ◽  
pp. 370-373
Author(s):  
Li Xu ◽  
Mao Zhen Liu

: The real-time rendering of 3D scene need excellent algorithm to support scene management. After considering the algorithm complexity and scene scale factors, combining the advantages of Bounding Volume Hierarchy (BVH) and rendering tree in scene management, this paper puts forward a kind of scene organize algorithm, to solve the problem of render states redundant calculation when using BVH technology to solve the problem of deformable collision detection, by choosing the appropriate strategy of Hierarchy Bounding Volume tree construction and optimizing rendering tree of the scene. Experiments prove the proposed algorithm can effectively improve the rendering efficiency of 3D scene, enhance the visual effect.


2019 ◽  
Vol 19 (07) ◽  
pp. 1940044
Author(s):  
MONAN WANG ◽  
SHAOYONG CHEN ◽  
QIYOU YANG

The result of collision detection is closely related to the further deformation or cutting action of soft tissue. In order to further improve the efficiency and stability of collision detection, in this paper, a collision detection algorithm of bounding volume hierarchy based on virtual sphere was proposed. The proposed algorithm was validated and the results show that the detection efficiency of the bounding volume hierarchy algorithm based on virtual sphere is higher than that of the serial hybrid bounding volume hierarchy algorithm and the parallel hybrid bounding volume hierarchy algorithm. Different collision detection algorithms were tested and the results show that the collision detection algorithm based on virtual sphere has high detection efficiency and good stability. As the number of triangular patches increased, the advantage was more and more obvious. Finally, the proposed algorithm was applied to two large and medium-sized virtual scenes to implement the collision detection between the vastus lateralis muscle, thigh and surgical instrument. Based on the virtual sphere, the collision detection algorithm of bounding volume hierarchy can implement efficient and stable collision detection in a virtual surgery system. Meanwhile, the algorithm can be combined with other acceleration algorithms (such as the multithread acceleration algorithm) to further improve detection efficiency.


2006 ◽  
Vol 30 (3) ◽  
pp. 450-459 ◽  
Author(s):  
Thomas Larsson ◽  
Tomas Akenine-Möller

2013 ◽  
Vol 454 ◽  
pp. 74-77 ◽  
Author(s):  
Hong Yu Wu ◽  
Zhi Meng Shu ◽  
Yong Guang Liu

A collision detection algorithm based on hybrid bounding volume hierarchy was proposed using k-DOPs and sphere between complex objects. A simple algorithm to the particular structure of hydraulic servo manipulator was introduced based on the relation of line to line and line to plane to deal with real time collision detection between graphicrobot and operation task in consideration of the bounding volume hierarchy method.Validity of thisalgorithm was proved through experiments . The experimental results show that the proposed collision detection model is simple and fast in calculation,and easy for realization.it can solve on line simulation problem in remote operation for construction robot,and could be applied in simple virtual reality system.


2005 ◽  
Vol 5 (2) ◽  
pp. 126-137 ◽  
Author(s):  
Stephane Redon ◽  
Ming C. Lin ◽  
Dinesh Manocha ◽  
Young J. Kim

We present a novel algorithm to perform continuous collision detection for articulated models. Given two discrete configurations of the links of an articulated model, we use an “arbitrary in-between motion” to interpolate its motion between two successive time steps and check the resulting trajectory for collisions. Our approach uses a three-stage pipeline: (1) dynamic bounding-volume hierarchy (D-BVH) culling based on interval arithmetic; (2) culling refinement using the swept volume of line swept spheres (LSS’) and graphics hardware accelerated queries; (3) exact contact computation using OBB trees and continuous collision detection between triangular primitives. The overall algorithm computes the time of collision and contact locations, and prevents any interpenetration between the articulated model and the environment. We have implemented the algorithm and tested its performance on a 2.4GHz Pentium PC with 1Gbyte of RAM and a NVIDIA GeForce FX 5800 graphics card. In practice, our algorithm is able to perform accurate and continuous collision detection between articulated models and modestly complex environments at nearly interactive rates.


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