I-COLLIDE: an interactive and exact collision detection system for large-scale environments

we present an exact and interactive collision detection system, I-COLLIDE, for large-scale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the models. The algorithm does not assume the objects' motions can be expressed as a closed form function of time. The collision detection system is general and can be easily interfaced with a variety of applications. The algorithm uses a two-level approach based on pruning multiple-object pairs using bounding boxes and performing exact collision detection between selected pairs of polyhedral models. We demonstrate the performance of the system in walkthrough and simulation environments consisting of a large number of moving objects. In particular, the system takes less than 1/20 of a second to determine all the collisions and contacts in an environment consisting of more than 1000 moving polytopes, each consisting of more than 50 faces on an HP-9000/750.

[1]  Derick Wood,et al.  Counting and Reporting Intersections of d-Ranges , 1982, IEEE Transactions on Computers.

[2]  H. Edelsbrunner A new approach to rectangle intersections part I , 1983 .

[3]  J. Schwartz,et al.  Efficient Detection of Intersections among Spheres , 1983 .

[4]  Franco P. Preparata,et al.  Computational Geometry , 1985, Texts and Monographs in Computer Science.

[5]  Michael Ian Shamos,et al.  Computational geometry: an introduction , 1985 .

[6]  Bruce F. Naylor,et al.  Set operations on polyhedra using binary space partitioning trees , 1987, SIGGRAPH.

[7]  M Connolly,et al.  Geometric intersection problems in computational chemistry , 1987 .

[8]  Jane Wilhelms,et al.  Collision Detection and Response for Computer Animation , 1988, SIGGRAPH.

[9]  James K. Hahn,et al.  Realistic animation of rigid bodies , 1988, SIGGRAPH.

[10]  S. Sathiya Keerthi,et al.  A fast procedure for computing the distance between complex objects in three-dimensional space , 1988, IEEE J. Robotics Autom..

[11]  Stephen Cameron,et al.  Collision detection by four-dimensional intersection testing , 1990, IEEE Trans. Robotics Autom..

[12]  Alex Pentland,et al.  Computational complexity versus virtual worlds , 1990, I3D '90.

[13]  D. Bara Curved surfaces and coherence for non-penetrating rigid body simulation , 1990 .

[14]  John E. Howland,et al.  Computer graphics , 1990, IEEE Potentials.

[15]  Jean-Claude Latombe,et al.  Robot motion planning , 1970, The Kluwer international series in engineering and computer science.

[16]  Stephen Cameron,et al.  Approximation hierarchies and S-bounds , 1991, SMA '91.

[17]  David Zeltzer,et al.  Autonomy, Interaction, and Presence , 1992, Presence: Teleoperators & Virtual Environments.

[18]  Ming C. Lin,et al.  Efficient collision detection for animation and robotics , 1993 .

[19]  Philip M. Hubbard,et al.  Interactive collision detection , 1993, Proceedings of 1993 IEEE Research Properties in Virtual Reality Symposium.

[20]  David L. Zeltzer,et al.  A New Model for Efficient Dynamic Simulation , 1993 .

[21]  John M. Snyder,et al.  Interval methods for multi-point collisions between time-dependent curved surfaces , 1993, SIGGRAPH.

[22]  Dinesh Manocha,et al.  Incremental Algorithms for Collision Detection Between General Solid Models , 1994 .

[23]  Dinesh Manocha,et al.  Interactive and Exact Collision Detection for Multi-Body Environments , 1994 .

[24]  Alejandro M. García-Alonso,et al.  Solving the collision detection problem , 1994, IEEE Computer Graphics and Applications.

[25]  Dinesh Manocha,et al.  Incremental algorithms for collision detection between solid models , 1995, Symposium on Solid Modeling and Applications.