Eulerian Contact for Versatile Collision Processing

We propose a new approach for collision modeling in physically based animation. Contrary to most current approaches, our method can be used with all physical models rather than any specific class. At each time step, the geometry of the bodies is mapped to a sparse regular Eulerian grid. Each grid point carries a mass, a velocity and a spatial density. This grid acts as a common mechanical layer where detection, modeling and reaction to collision take place, without any assumption about the internal dynamics of the bodies in contact. Mappings are then used to propagate penalty- and constraint-based reactions back to the bodies. We show that mappings can be easily set up for the most commonly used physical models. Our approach greatly simplifies the implementation of collision modeling since we only have to consider each body's individual mapping to the Eulerian grid, rather than numerous model pair-specific methods. Moreover, it allows us to design and reuse efficient collision response strategies independently of the physical models. We demonstrate our method with a variety of models including rigid bodies, deformable solids and fluids.

[1]  Dieter W. Fellner,et al.  Hierarchical spherical distance fields for collision detection , 2006, IEEE Computer Graphics and Applications.

[2]  Frank Losasso,et al.  A fast and accurate semi-Lagrangian particle level set method , 2005 .

[3]  Chang-Hun Kim,et al.  Discontinuous fluids , 2005, ACM Trans. Graph..

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

[5]  Dinesh Manocha,et al.  OBBTree: a hierarchical structure for rapid interference detection , 1996, SIGGRAPH.

[6]  Philippe Beaudoin,et al.  Particle-based viscoelastic fluid simulation , 2005, SCA '05.

[7]  P. Volino,et al.  Collision and Self-Collision Detection :Efficient and Robust Solutions for Highly Deformable Surfaces , 1995 .

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

[9]  Carol O'Sullivan,et al.  Adaptive medial-axis approximation for sphere-tree construction , 2004, TOGS.

[10]  Ronald Fedkiw,et al.  Nonconvex rigid bodies with stacking , 2003, ACM Trans. Graph..

[11]  Ronald Fedkiw,et al.  Practical animation of liquids , 2001, SIGGRAPH.

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

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

[14]  James F. O'Brien,et al.  A semi-Lagrangian contouring method for fluid simulation , 2005, TOGS.

[15]  John F. Canny,et al.  Impulse-based simulation of rigid bodies , 1995, I3D '95.

[16]  Jeong-Mo Hong,et al.  Discontinuous fluids , 2005, SIGGRAPH 2005.

[17]  D. Manocha,et al.  Fast proximity computation among deformable models using discrete Voronoi diagrams , 2006, ACM Trans. Graph..

[18]  Joseph S. B. Mitchell,et al.  Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs , 1998, IEEE Trans. Vis. Comput. Graph..

[19]  Dimitris N. Metaxas,et al.  Realistic Animation of Liquids , 1996, Graphics Interface.

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

[21]  James F. O'Brien,et al.  Fluid animation with dynamic meshes , 2006, ACM Trans. Graph..

[22]  Markus H. Gross,et al.  Particle-based fluid simulation for interactive applications , 2003, SCA '03.

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

[24]  Ming C. Lin,et al.  Fast penetration depth estimation for elastic bodies using deformed distance fields , 2001, Proceedings 2001 IEEE/RSJ International Conference on Intelligent Robots and Systems. Expanding the Societal Role of Robotics in the the Next Millennium (Cat. No.01CH37180).

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

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

[27]  David Baraff,et al.  Fast contact force computation for nonpenetrating rigid bodies , 1994, SIGGRAPH.

[28]  Ronald Fedkiw,et al.  Simulating water and smoke with an octree data structure , 2004, ACM Trans. Graph..

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

[30]  Greg Turk,et al.  Rigid fluid: animating the interplay between rigid bodies and fluid , 2004, ACM Trans. Graph..

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

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

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

[34]  Jean-Michel Dischler,et al.  Simulating Fluid-Solid Interaction , 2003, Graphics Interface.

[35]  David Baraff,et al.  Non-penetrating Rigid Body Simulation , 1993 .

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

[37]  Marie-Paule Cani,et al.  Animating Lava Flows , 1999, Graphics Interface.

[38]  Markus H. Gross,et al.  Optimized Spatial Hashing for Collision Detection of Deformable Objects , 2003, VMV.

[39]  Ming C. Lin,et al.  Collision Detection between Geometric Models: A Survey , 1998 .

[40]  Nadia Magnenat-Thalmann,et al.  Resolving surface collisions through intersection contour minimization , 2006, ACM Trans. Graph..

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

[42]  James F. O'Brien,et al.  Fluid animation with dynamic meshes , 2006, SIGGRAPH 2006.

[43]  Ronald Fedkiw,et al.  Animation and rendering of complex water surfaces , 2002, ACM Trans. Graph..

[44]  Markus H. Gross,et al.  Interaction of fluids with deformable solids , 2004, Comput. Animat. Virtual Worlds.

[45]  D. Benson Computational methods in Lagrangian and Eulerian hydrocodes , 1992 .

[46]  Jos Stam,et al.  Stable fluids , 1999, SIGGRAPH.

[47]  Ronald Fedkiw,et al.  Multiple interacting liquids , 2006, ACM Trans. Graph..

[48]  James F. O'Brien,et al.  Simultaneous coupling of fluids and deformable bodies , 2006, SCA '06.

[49]  Ronald Fedkiw,et al.  Coupling water and smoke to thin deformable and rigid shells , 2005, SIGGRAPH '05.

[50]  Mark H. Overmars,et al.  Geometric Data Structures for Computer Graphics , 1985 .

[51]  Damien Marchal,et al.  Collision between deformable objects using fast-marching on tetrahedral models , 2004, SCA '04.

[52]  Gabriel Zachmann,et al.  Geometric data structures for computer graphics , 2002, Eurographics.

[53]  Arnulph Fuhrmann,et al.  Distance Fields for Rapid Collision Detection in Physically Based Modeling , 2003 .

[54]  Nadia Magnenat-Thalmann,et al.  Implementing fast cloth simulation with collision response , 2000, Proceedings Computer Graphics International 2000.

[55]  Carme Torras,et al.  3D collision detection: a survey , 2001, Comput. Graph..