Title
Muti-Level Sb Collide: Collision And Self-Collision In Soft Bodies
Keywords
Animation; Soft body simulation; Spatial hashing; Spatial subdivision
Abstract
In interactive 3D graphics collision detection of soft bodies in real time is a significant problem. It is time consuming because soft bodies are composed of possibly thousands of moving particles. Each time step all particles rearrange in new positions according to their behaviors and collision must be detected for each particle. To optimize collision detection in soft bodies, we introduce a solution called Multi-Level SB Collide. The method relies on the construction of subdivided bounding boxes, box hash functions, and contact surfaces. Multi-level SB collide applies multi-level subdivided bounding boxes (AABBs) into a box hash function and uses contact surface method to detect collision. This contact surface can be used to detect both collision with other objects and selfcollision in soft bodies. Experimental results show that multi-level SB Collide is an accurate and efficient method for real-time collision detection in soft bodies.
Publication Date
1-1-2006
Publication Title
Proceedings of CGAMES 2006 - 8th International Conference on Computer Games: Artificial Intelligence and Mobile Systems
Number of Pages
97-103
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
Copyright Status
Unknown
Socpus ID
84926663704 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/84926663704
STARS Citation
Mesit, Jaruwan; Guha, Ratan K.; and Hastings, Erin J., "Muti-Level Sb Collide: Collision And Self-Collision In Soft Bodies" (2006). Scopus Export 2000s. 8729.
https://stars.library.ucf.edu/scopus2000/8729