Collision Detection David Johnson Cs6360 – Virtual Reality.

Slides:



Advertisements
Similar presentations
2.5. B ASIC P RIMITIVE I NTERSECTION Details of common forms of primitive intersection test.
Advertisements

Christian Lauterbach COMP 770, 2/16/2009. Overview  Acceleration structures  Spatial hierarchies  Object hierarchies  Interactive Ray Tracing techniques.
Intersection Testing Chapter 13 Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology.
CSE 681 Bounding Volumes. CSE 681 Bounding Volumes Use simple volume enclose object(s) tradeoff for rays where there is extra intersection test for object.
Chapter 4.2 Collision Detection and Resolution. 2 Collision Detection Complicated for two reasons 1. Geometry is typically very complex, potentially requiring.
Collision Detection CSCE /60 What is Collision Detection?  Given two geometric objects, determine if they overlap.  Typically, at least one of.
Collision Detection and Resolution Zhi Yuan Course: Introduction to Game Development 11/28/
Computer graphics & visualization Collisions. computer graphics & visualization Simulation and Animation – SS07 Jens Krüger – Computer Graphics and Visualization.
Ray Tracing CMSC 635. Basic idea How many intersections?  Pixels  ~10 3 to ~10 7  Rays per Pixel  1 to ~10  Primitives  ~10 to ~10 7  Every ray.
Computational Geometry & Collision detection
Week 14 - Monday.  What did we talk about last time?  Bounding volume/bounding volume intersections.
CS447/ Realistic Rendering -- Solids Modeling -- Introduction to 2D and 3D Computer Graphics.
Review Methods for convex polytopes See video demonstration
Chapter 4.2 Collision Detection and Resolution. 2 Collision Detection Complicated for two reasons 1. Geometry is typically very complex, potentially requiring.
GPU Proximity Queries with Swept Sphere Volumes COMP Robotics Project Proposal Qi Mo.
1 Geometry A line in 3D space is represented by  S is a point on the line, and V is the direction along which the line runs  Any point P on the line.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Continuous Collision Detection David Knott COMP 259 class presentation.
Overview Class #10 (Feb 18) Assignment #2 (due in two weeks) Deformable collision detection Some simulation on graphics hardware... –Thursday: Cem Cebenoyan.
OBBTree: A Hierarchical Structure for Rapid Interference Detection Gottschalk, M. C. Lin and D. ManochaM. C. LinD. Manocha Department of Computer Science,
Bounding Volume Hierarchies and Spatial Partitioning Kenneth E. Hoff III COMP-236 lecture Spring 2000.
Proximity Queries Using Spatial Partitioning & Bounding Volume Hierarchy Dinesh Manocha Department of Computer Science University of North Carolina at.
Apex Point Map for Constant-Time Bounding Plane Approximation Samuli Laine Tero Karras NVIDIA.
1 Advanced Scene Management System. 2 A tree-based or graph-based representation is good for 3D data management A tree-based or graph-based representation.
Efficient Distance Computation between Non-Convex Objects By Sean Quinlan Presented by Sean Augenstein and Nicolas Lee.
Computer graphics & visualization Collision Detection – Narrow Phase.
11/25/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Managing large numbers of objects Colliding spheres with things (spheres being common.
12/4/2001CS 638, Fall 2001 Today Using separating planes/axes for collision testing Collision detection packages.
INTERACTION TECHNIQUES Collision Detection and Other Interactions Collision Detection and Other Interactions.
Lecture VII Rigid Body Dynamics CS274: Computer Animation and Simulation.
Spatial Data Structures Jason Goffeney, 4/26/2006 from Real Time Rendering.
CSE 381 – Advanced Game Programming Quickhull and GJK.
Collision handling: detection and response
Collision Detection & Bounding Boxes 數位內容學院 遊戲開發研究班第一期 3D 圖學 沈育德 Edward Shen May 28, 2005.
Week 13 - Friday.  What did we talk about last time?  Ray/sphere intersection  Ray/box intersection  Slabs method  Line segment/box overlap test.
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Collisions & Contact.
Week 13 - Monday.  What did we talk about last time?  Exam 2!  Before that…  Polygonal techniques ▪ Tessellation and triangulation  Triangle strips,
Collision/Acceleration University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2013 Tamara Munzner.
PRESENTED BY – GAURANGI TILAK SHASHANK AGARWAL Collision Detection.
Collaborative Visual Computing Lab Department of Computer Science University of Cape Town Graphics Topics in VR By Shaun Nirenstein.
1 KIPA Game Engine Seminars Jonathan Blow Ajou University December 6, 2002 Day 10.
CIS 350 – I Game Programming Instructor: Rolf Lakaemper.
1Computer Graphics Implementation II Lecture 16 John Shearer Culture Lab – space 2
Implementation II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Implementation II.
3D Game Engine Design 1 3D Game Engine Design Ch D MAP LAB.
Computer Game Design and Development
Chapter 11 Collision Detection 가상현실 입문 그래픽스 연구실 민성환.
Advanced Computer Graphics Spring 2009
Presented by Paul Phipps
Computer Graphics I, Fall 2010 Implementation II.
David Luebke 3/5/2016 Advanced Computer Graphics Lecture 4: Faster Ray Tracing David Luebke
Interactive Continuous Collision Detection for Polygon Soups Xin Huang 11/20/2007.
Minkowski Sums and Distance Computation Eric Larsen COMP
Hierarchical Data Structure in Game Programming Yanci Zhang Game Programming Practice.
Computer Graphics Implementation II
Bounding Volume Hierarchies and Spatial Partitioning
Collision Detection Spring 2004.
Bounding Volume Hierarchies and Spatial Partitioning
Deformable Collision Detection
Parts of these slides are based on
Collision handling: detection and response
CMSC 635 Ray Tracing.
2.5. Basic Primitive Intersection
Motion in Real and Virtual Worlds
Computer Animation Algorithms and Techniques
Collision Detection.
Deformable Collision Detection
BVH Student: Jack Chang.
David Johnson Cs6360 – Virtual Reality
GPAT – Chapter 7 Physics.
Presentation transcript:

Collision Detection David Johnson Cs6360 – Virtual Reality

Basic Problems Too many objects Discrete Sampling Complex Objects

Too Many Objects Even if cheap to detect collisions, will have n^2 checks

Tunneling

Complex Objects N^2 problem between triangles of individual models

Approaches Too many objects –Partition Space –Velocity Bounds

Spatial Partition Uniform Grid

Interval Projection Project bounding volume on each axis –Maintain sorted lists –Possible collision when intervals overlap

Tunneling Fundamentally a sampling problem –If you know the max velocity and minimum thickness, can bound the error

Tunneling Fundamentally a sampling problem –If you know the max velocity and minimum thickness, can bound the error

Sweep Methods Sweep out the volume along the path –Different accuracy choices Test for collisions –False positives –Bisect the interval Rotations are tough

Time of collision Interval Halving Conservative Advancement Minkowski Difference/ray-cast

Collision for Complex Models Models may have millions of primitives –Not moving independently, so sweep methods are overkill –Spatial partitions are tough to update –May be in close proximity for extended periods Need to avoid false positives

Bounding Volumes Objects are often not colliding –Need fast reject for this case –Surround with some bounding object Like a sphere Why stop with one layer of rejection testing? –Build a bounding volume hierarchy (BVH) A tree

Bounding Volume Hierarchies Model Hierarchy: –each node has a simple volume that bounds a set of triangles –children contain volumes that each bound a different portion of the parent’s triangles –The leaves of the hierarchy usually contain individual triangles A binary bounding volume hierarchy:

BVH-Based Collision Detection

Type of Bounding Volumes Spheres Ellipsoids Axis-Aligned Bounding Boxes (AABB) Oriented Bounding Boxes (OBBs) Convex Hulls k -Discrete Orientation Polytopes ( k -dop) Spherical Shells Swept-Sphere Volumes (SSVs) –Point Swept Spheres (PSS) –Line Swept Spheres (LSS) –Rectangle Swept Spheres (RSS) –Triangle Swept Spheres (TSS)

BV Choices OBB or AABB –OBB slightly better for close proximity –AABB better for handling deformations

Building an OBBTree Recursive top-down construction: partition and refit

Given some polygons, consider their vertices... Building an OBB Tree

… and an arbitrary line Building an OBB Tree

Project onto the line Consider variance of distribution on the line Building an OBB Tree

Different line, different variance Building an OBB Tree

Maximum Variance Building an OBB Tree

Minimal Variance Building an OBB Tree

Given by eigenvectors of covariance matrix of coordinates of original points Building an OBB Tree

Choose bounding box oriented this way Building an OBB Tree

Good Box Building an OBB Tree

Add points: worse Box Building an OBB Tree

More points: terrible box Building an OBB Tree

Compute with extremal points only Building an OBB Tree

“Even” distribution: good box Building an OBB Tree

“Uneven” distribution: bad box Building an OBB Tree

Fix: Compute facets of convex hull... Building an OBB Tree

Better: Integrate over facets Building an OBB Tree

… and sample them uniformly

Tree Traversal Disjoint bounding volumes: No possible collision

Overlapping bounding volumes: split one box into children split one box into children test children against other box test children against other box Tree Traversal

Hierarchy of tests

Separating Axis Theorem  L is a separating axis for OBBs A & B, since A & B become disjoint intervals under projection onto L

Separating Axis Theorem Two polytopes A and B are disjoint iff there exists a separating axis which is: perpendicular to a face from either or perpendicular to an edge from each

Implications of Theorem Given two generic polytopes, each with E edges and F faces, number of candidate axes to test is: 2F + E 2 OBBs have only E = 3 distinct edge directions, and only F = 3 distinct face normals. OBBs need at most 15 axis tests. Because edge directions and normals each form orthogonal frames, the axis tests are rather simple.

OBB Overlap Test: An Axis Test s h a b a s h h +> L is a separating axis iff: L h b

OBB Overlap Test: Axis Test Details Box centers project to interval midpoints, so midpoint separation is length of vector T’s image.

OBB Overlap Test: Axis Test Details Half-length of interval is sum of box axis images.

OBB Overlap Test Strengths of this overlap test: –89 to 252 arithmetic operations per box overlap test –Simple guard against arithmetic error –No special cases for parallel/coincident faces, edges, or vertices –No special cases for degenerate boxes –No conditioning problems –Good candidate for micro-coding

OBB Overlap Tests: Comparison Benchmarks performed on SGI Max Impact, 250 MHz MIPS R4400 CPU, MIPS R4000 FPU

OBBs asymptotically outperform AABBs and spheres Log-log plot Gap Size (  ) Number of BV tests Parallel Close Proximity: Experiment

Implementation: RAPID Available at: Part of V-COLLIDE: Thousands of users have ftp’ed the code Used for virtual prototyping, dynamic simulation, robotics & computer animation