Fast Continuous Collision Detection between Rigid Bodies

This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interp...

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Published inComputer graphics forum Vol. 21; no. 3; pp. 279 - 287
Main Authors Redon, Stéphane, Kheddar, Abderrahmane, Coquillart, Sabine
Format Journal Article
LanguageEnglish
Published Oxford, UK Blackwell Publishing, Inc 01.09.2002
Wiley
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Online AccessGet full text
ISSN0167-7055
1467-8659
DOI10.1111/1467-8659.t01-1-00587

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Abstract This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real‐time dynamics simulator. Various experiments are conducted that show the method's ability to produce high‐quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation ‐ Virtual Reality
AbstractList This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real‐time dynamics simulator. Various experiments are conducted that show the method's ability to produce high‐quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation ‐ Virtual Reality
This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real-time dynamics simulator. Various experiments are conducted that show the method's ability to produce high-quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods.
Author Redon, Stéphane
Coquillart, Sabine
Kheddar, Abderrahmane
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  fullname: Redon, Stéphane
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– sequence: 2
  givenname: Abderrahmane
  surname: Kheddar
  fullname: Kheddar, Abderrahmane
  organization: † CEMIF-SC - Université d'Evry - France, kheddar@iup.univ-evry.fr
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  givenname: Sabine
  surname: Coquillart
  fullname: Coquillart, Sabine
  organization: i3D - INRIA - France, stephane.redon@inria.fr, sabine.coquillart@inria.fr
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References_xml – reference: Von Herzen, B., A.H. Barr, and H.R. Zatz, Geometric Collisions for Time-Dependent Parametric Surfaces. Computer Graphics, 24(4), August 1990, pp. 39 - 48.
– reference: S.A. Cameron. Collision detection by four-dimensionalintersection testing. IEEE Trans. Robotics and Automation. 6, 3(June 1990), pp 291 - 302.
– reference: S. Redon, A. Kheddar and S. Coquillart. Gauss' least constraints principle and rigid body simulations. In proceedings of IEEE International Conference on Robotics and Automation, may 2002
– reference: J. Cohen, M. Lin, D. Manocha and M. Ponamgi. I-COLLIDE: an interactive and exact collision detection system for large-scale environments. In Proceedings of ACM Interactive 3D Graphics Conference, ACM, Monterey, CA,1995, pp. 189 - 196.
– reference: E.G. Gilbert, D.W. Johnson and S.S. Keerthi. A fast procedure for computing the distance between objects in three-dimensional space. Journal of Robotics and Automation, 4, 193 - 203(1988).
– reference: J. Snyder. An interactive tool for placing curved surfaces without interpenetration. In Proceedings of ACM SIGGRAPH, pages 209 - 218, 1995.
– reference: J. Colgate, M. Stanley, and J. Brown. Issues in the haptic display of tool use. In Int. Conf. on Intelligent Robots and Systems, (Pittsburgh), August 1995.
– reference: T. Duff. Interval Arithmetic and Recursive Subdivision for Implicit Functions and Constructive Solid Geometry. Computer Graphics, 26(2), July 1992, pp. 131 - 138.
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Snippet This paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the...
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SubjectTerms Computer Science
Modeling and Simulation
Title Fast Continuous Collision Detection between Rigid Bodies
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https://onlinelibrary.wiley.com/doi/abs/10.1111%2F1467-8659.t01-1-00587
https://inria.hal.science/inria-00390356
Volume 21
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