Fast collision detection through bounding volume hierarchies in workspace-time space for sampling-based motion planners

Author(s):  
Ulrich Schwesinger ◽  
Roland Siegwart ◽  
Paul Furgale
2013 ◽  
Vol 380-384 ◽  
pp. 778-781
Author(s):  
Ling Ling Shi ◽  
Zhi Yuan Yan ◽  
Zhi Jiang Du

In the virtual scene of robot assisted virtual surgery simulation system, the surgical instruments achieve complex motion following the haptic devices and the soft tissue deforms continuously under interaction forces. In order to meet the rapidity of collision detection, an algorithm based on changeable direction hull bounding volume hierarchy is proposed. Strategy of combining surface model with body model is developed for soft tissue deformation. Skeleton sphere model of soft tissue is built. Deformation can be achieved based on mass-spring theory after matching collision information with the skeleton sphere model. The experiments show that the proposed collision detection method implements faster speed compared with fixed direction hull algorithm and soft tissue deforms through combination of collision information with sphere model.


1998 ◽  
Vol 4 (1) ◽  
pp. 21-36 ◽  
Author(s):  
J.T. Klosowski ◽  
M. Held ◽  
J.S.B. Mitchell ◽  
H. Sowizral ◽  
K. Zikan

2006 ◽  
Vol 12 (02) ◽  
pp. 159-178 ◽  
Author(s):  
OREN TROPP ◽  
AYELLET TAL ◽  
ILAN SHIMSHONI ◽  
DAVID P. DOBKIN

2014 ◽  
Vol 538 ◽  
pp. 360-363 ◽  
Author(s):  
Ran Ran Man ◽  
Dong Sheng Zhou ◽  
Qiang Zhang

The interference and collision detection problem among objects is widely studied in graphics, simulation, animation and virtual reality technologic. In this paper, we proceed from the main solution for collision detection, analyzed from graphic space, bounding volume hierarchies (BVH), Particle Swarm Optimization (PSO) and parallel algorithm, summarized the research situation about collision detection in recent years. At last, we give several suggestions to improve the efficiency and reliability of the collision detection algorithm.


2008 ◽  
Author(s):  
Hamzah Asyrani Sulaiman ◽  
Abdullah Bade ◽  
Daut Daman ◽  
Mohd Shahrizal Sunar

2021 ◽  
Vol 40 (2) ◽  
pp. 683-712
Author(s):  
Daniel Meister ◽  
Shinji Ogaki ◽  
Carsten Benthin ◽  
Michael J. Doyle ◽  
Michael Guthe ◽  
...  

Author(s):  
Daqi Lin ◽  
Elena Vasiou ◽  
Cem Yuksel ◽  
Daniel Kopta ◽  
Erik Brunvand

Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children bounding boxes is an inherent storage redundancy that limits further improvement in performance due to the memory cost of reading these redundant planes. Dual-split trees can create identical space partitioning as BVHs, but in a compact form using less memory by eliminating the redundancies of the BVH structure representation. This reduction in memory storage and data movement translates to faster ray traversal and better energy efficiency. Yet, the performance benefits of dual-split trees are undermined by the processing required to extract the necessary information from their compact representation. This involves bit manipulations and branching instructions which are inefficient in software. We introduce hardware acceleration for dual-split trees and show that the performance advantages over BVHs are emphasized in a hardware ray tracing context that can take advantage of such acceleration. We provide details on how the operations needed for decoding dual-split tree nodes can be implemented in hardware and present experiments in a number of scenes with different sizes using path tracing. In our experiments, we have observed up to 31% reduction in render time and 38% energy saving using dual-split trees as compared to binary BVHs representing identical space partitioning.


Sign in / Sign up

Export Citation Format

Share Document