Interactive collision detection between deformable models using chromatic decomposition

We present a novel algorithm for accurately detecting all contacts, including self-collisions, between deformable models. We precompute a chromatic decomposition of a mesh into non-adjacent primitives using graph coloring algorithms. The chromatic decomposition enables us to check for collisions between non-adjacent primitives using a linear-time culling algorithm. As a result, we achieve higher culling efficiency and significantly reduce the number of false positives. We use our algorithm to check for collisions among complex deformable models consisting of tens of thousands of triangles for cloth modeling and medical simulation. Our algorithm accurately computes all contacts at interactive rates. We observed up to an order of magnitude speedup over prior methods.

[1]  Daniel Brélaz,et al.  New methods to color the vertices of a graph , 1979, CACM.

[2]  Andrew P. Witkin,et al.  Dynamic simulation of non-penetrating flexible bodies , 1992, SIGGRAPH.

[3]  D. Baraff Dynamic simulation of nonpenetrating rigid bodies , 1992 .

[4]  Jarek Rossignac,et al.  Interactive inspection of solids: cross-sections and interferences , 1992, SIGGRAPH.

[5]  P. Volino,et al.  Efficient self‐collision detection on smoothly discretized surface animations using geometrical shape regularity , 1994 .

[6]  Tommy R. Jensen,et al.  Graph Coloring Problems: Jensen/Graph , 1994 .

[7]  David E. Breen,et al.  Predicting the drape of woven cloth using interacting particles , 1994, SIGGRAPH.

[8]  Tommy R. Jensen,et al.  Graph Coloring Problems , 1994 .

[9]  Dinesh Manocha,et al.  I-COLLIDE: an interactive and exact collision detection system for large-scale environments , 1995, I3D '95.

[10]  Gino van den Bergen Efficient Collision Detection of Complex Deformable Models using AABB Trees , 1997, J. Graphics, GPU, & Game Tools.

[11]  Xavier Provot,et al.  Collision and self-collision handling in cloth model dedicated to design garments , 1997, Computer Animation and Simulation.

[12]  Yue Zhao,et al.  On -Diagonal Colorings of Embedded Graphs of Low Maximum Face Size , 1998, Graphs Comb..

[13]  Tony DeRose,et al.  Subdivision surfaces in character animation , 1998, SIGGRAPH.

[14]  Andrew P. Witkin,et al.  Large steps in cloth simulation , 1998, SIGGRAPH.

[15]  Nadia Magnenat-Thalmann,et al.  Accurate collision response on polygonal meshes , 2000, Proceedings Computer Animation 2000.

[16]  Yiorgos Chrysanthou,et al.  Fast Cloth Animation on Walking Avatars , 2001, Comput. Graph. Forum.

[17]  David Eppstein,et al.  Algorithms for Coloring Quadtrees , 2001, Algorithmica.

[18]  Mark Meyer,et al.  Interactive animation of cloth-like objects in virtual reality , 2000, Comput. Animat. Virtual Worlds.

[19]  Norman I. Badler,et al.  Collision resolutions in cloth simulation , 2001, Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596).

[20]  Tomas Akenine-Möller,et al.  Collision Detection for Continuously Deforming Bodies , 2001, Eurographics.

[21]  Hwan-Gue Cho,et al.  Bilayered approximate integration for rapid and plausible animation of virtual cloth with realistic wrinkles , 2002, Proceedings of Computer Animation 2002 (CA 2002).

[22]  George Baciu,et al.  Hardware-assisted self-collision for deformable surfaces , 2002, VRST '02.

[23]  Nadia Magnenat-Thalmann,et al.  Real‐time Animation of Dressed Virtual Humans , 2002, Comput. Graph. Forum.

[24]  Arnulph Fuhrmann,et al.  Interactive Animation of Cloth Including Self Collision Detection , 2003, WSCG.

[25]  Tomas Akenine-Möller,et al.  Efficient collision detection for models deformed by morphing , 2003, The Visual Computer.

[26]  Dinesh K. Pai,et al.  CInDeR: Collision and Interference Detection in Real-time using graphics hardware , 2003, Graphics Interface.

[27]  Markus H. Gross,et al.  Real-Time Volumetric Intersections of Deforming Objects , 2003, VMV.

[28]  Andrew P. Witkin,et al.  Untangling cloth , 2003, ACM Trans. Graph..

[29]  Stefan Kimmerle,et al.  Hierarchical Techniques in Collision Detection for Cloth Animation , 2003, WSCG.

[30]  Dinesh Manocha,et al.  CULLIDE: interactive collision detection between complex models in large environments using graphics hardware , 2003, HWWS '03.

[31]  François Faure,et al.  Hierarchy Accelerated Stochastic Collision Detection , 2004, VMV.

[32]  Markus H. Gross,et al.  Detection of Collisions and Self-collisions Using Image-space Techniques , 2004, WSCG.

[33]  Doug L. James,et al.  BD-tree: output-sensitive collision detection for reduced deformable models , 2004, SIGGRAPH 2004.

[34]  Dinesh Manocha,et al.  Collision and Proximity Queries , 2004, Handbook of Discrete and Computational Geometry, 2nd Ed..

[35]  Gabriel Zachmann,et al.  Collision Detection for Deformable Objects , 2004, Comput. Graph. Forum.

[36]  Dinesh Manocha,et al.  Quick-CULLIDE: fast inter- and intra-object collision culling using graphics hardware , 2005, IEEE Proceedings. VR 2005. Virtual Reality, 2005..

[37]  Dinesh Manocha,et al.  Path Planning for Deformable Robots in Complex Environments , 2005, Robotics: Science and Systems.

[38]  Ronald Fedkiw,et al.  Robust treatment of collisions, contact and friction for cloth animation , 2002, SIGGRAPH Courses.

[39]  Dinesh Manocha,et al.  Fast and reliable collision culling using graphics hardware , 2006, IEEE Transactions on Visualization and Computer Graphics.