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

Socpus ID

84926663704 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/84926663704

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