Quick-CULLIDE: Efficient Inter- and Intra- Object Collision Culling using Graphics Hardware Naga K. Govindaraju, Ming C. Lin, Dinesh Manocha University of North Carolina at Chapel Hill [IEEE VR 2005]
Introduction
Commonly used Alg. Bounding volume hierarchies Work well Object undergoing rigid motion Challenge Non-rigid or deformable object Intra-object or self-collisions
Commonly used Alg. (GPU Based) Increasingly used Check for overlaps Involve no pre-computation Applicable to deformable and non- rigid models However, Restricted to closed objects Do not check for self-collisions
Main Contributions Similar to CULLIDE Uses visibility queries to compute a potentially colliding set (PCS) Two major extensions Formulation generalization For both inter- and intra-object Pruning and culling alg. improvement To compute collision-free subsets
Feature No assumptions about models Low bandwidth requirements Inter- and intra-object collision Image-precision
Implementation environment 3.4GHz PC NVIDIA GeForce FX 6800 Ultra card Objects composed of 10K to 250K triangles
Related Work
Rigid Body Algorithms Use spatial data structures Include Spatial-partitioning structures Bounding-volume hierarchies Built during the pre-processing stage and are used to accelerate run-time queries
Deformable Models and Cloth Simulation Hierarchical data structures Objects undergoing non-rigid motion Fast update of hierarchies of axis- aligned bounding boxes (AABBs) Also check for self-collisions
GPU-Based Algorithms No pre-processing Suited for handling non-rigid motion limited to closed objects or involve frame-buffer readbacks Frame-buffer readbacks Slow on current graphics systems Involve graphics pipeline stalls Limited by the bandwidth to CPU
Hybrid Algorithms Combine some of the benefits of the object-space approaches along with GPU-based accelerations Heidelberger et al., 2003 Layer depth images (LDIs) Vertex-in-volume tests was extended to check for self- collisions between water-tight objects
Collision Culling Using Visibility Queries CULLIDE
Overview Given n objects that are potentially colliding P 1,..., P n, CULLIDE performs the full-visibility tests and computes a potentially colliding set (PCS) of objects The full visibility of P is a sufficient condition that P does not overlap with S
Algorithm Begins with an empty frame buffer First pass: Rasterize the primitives in the order P 1,..., P n and test if they are fully visible. In this pass, if a primitive P i is fully visible, then it does not intersect with any of the objects P 1,..., P i−1
Algorithm -cont’ Second pass: Perform the same operations as in the first pass but the order of rendering is changed to P n,.., P 1. In this pass, if a primitive P i is fully visible, then it does not intersect any of the objects P n,.., P i+1 Pruned if fully visible in both
Separating surface
Limitations Self-collisions CULLIDE is based on the existence of a separating surface between the geometric primitives PCS is very conservative on meshes with connected triangles Culling performance affects performance of the overall algorithm Two novel alg. to overcome those
Collision Culling Using Visibility Queries Self-Collision Culling using GPUs
Possible Contacts Touching Contacts Primitives touch each other at a point or an edge Penetrating Contacts Primitives penetrate each other Touching contacts often lead to robustness issues. Ignore. Considers only the 2 nd Contacts
Self-Colliding A geometric primitive P is not potentially penetrating with a set of rasterized geometric primitives if all the fragments generated by the rasterization of P have depth values less than or equal to those of the corresponding pixels in the frame buffer
Lemma 1 – to compute the PCS Given n geometric primitives P 1, P 2,..., P n, a geometric primitive P i does not belong to the PCS of self-colliding primitives if it does not penetrate with P 1,.., P i−1, P i+1,..., P n, 1 i n. This test can be easily decomposed as follows: a geometric primitive P i does not belong to the PCS of self-colliding primitives if it does not penetrate with P 1,.., P i−1 and with P i+1,..., P n, 1 i n
Self-intersecting
Quick-CULLIDE Efficient Culling
Collision-free Sets Improve the culling efficiency Remove redundant visibility computations Improve rasterization performance Reduce the number of rendering opeartions Reduce the number of pair-wise collision tests
PCS Object Classification BFV Fully visible in both the passes Are pruned from the PCS FFV Fully visible only in the first pass SFV Fully visible only in the second pass NFV Not fully visible in both the passes
Properties The objects in each of these sets are ordered based on their rendering order in the first pass of the algorithm BFV, FFV, SFV, and NFV are disjoint Lemmas & Proofs are upcoming …
Lemma 2 FFV and SFV are collision-free sets
Proof Let S denote the set FFV and be composed of objects {O 1 S,O 2 S,...O m S }. We now prove that no two objects O i S and O j S in S collide with each other. Without loss of generality, let i < j. Then, in the two-pass rendering algorithm, the object O i S is rendered prior to the object O j S. As the object O j S is fully visible with respect to O i S, using Lemma 1 in CULLIDE, we conclude that the two objects do not collide. Therefore, FFV is collision-free. The proof for S = SFV is collision-free is similar
Lemma 3 For each object O i FFV, let S i = {O j, j > i, O j S} where S = SFV ∪ NFV. If an object O i FFV does not collide with S i, then it does not collide with any of the objects in SFV or NFV and can be pruned from the PCS
Proof Follows from Lemma 1 in CULLIDE. This lemma implies that if an object O i FFV and is fully visible in the second pass of the pruning algorithm, then it provides a sufficient condition to prune the object from the PCS
Lemma 4 For each object Oi SFV, let S i = {O j, j < i, O j S} where S = FFV ∪ NFV. If an object Oi SFV does not collide with Si, then it does not collide with any of the objects in FFV or NFV and can be pruned from the PCS
Proof Follows from Lemma 1 in CULLIDE. This lemma implies that if an object O i SFV and is fully visible in the first pass of the pruning algorithm, then it provides a sufficient condition to prune the object from the PCS
Lemma 5 Let S 1 = FFV ∪ NFV be a set ordered by object indices in the increasing order and S 2 = SFV ∪ NFV be a set ordered by object indices in the decreasing order. In the two-pass rendering algorithm, if we perform the first pass using objects in S 1 and the second pass using objects in S 2, and an object O i is fully visible in both the passes, then it does not collide with any of the objects in FFV, SFV or NFV
Proof Clearly the object O i belongs to NFV = S 1 ∩ S 2 as it is fully visible in both the passes. It is trivial to see that the object does not collide with any of the objects in NFV. We now prove that the object does not collide with any object O j FFV. If j < i, then O i does not collide with O j as O i is fully visible in the first pass. If j > i, then O j does not collide with O i as O j FFV. Similarly, we prove that the O i does not collide with the objects in SFV
QED Using Lemmas 3, 4, and 5, it comes up with an efficient culling alg. The first pass and second pass of CULLIDE are modified as follows …
First Pass For each object O i in PCS, i=1,..,n If O i SFV or O i NFV, test whether the object is fully visible using an occlusion query If O i FFV or O i NFV, render the object into the frame buffer For each object Oi in PCS, i=1,..,n If O i SFV or O i NFV, and the occlusion query determines O i as fully visible If O i SFV, then tag O i as a member of BFV If O i NFV, then tag O i as a member of FFV
Second Pass For each object O i in PCS, i=n,..,1 If O i FFV or O i NFV, test whether the object is fully visible using an occlusion query If O i SFV or O i NFV, render the object into the frame buffer For each object Oi in PCS, i=n,..,1 If O i FFV or O i NFV, and the occlusion query determines Oi as fully visible If O i FFV, then tag O i as a member of BFV If O i NFV, then tag O i as a member of SFV
Both the passes 1. Objects that are fully visible in both the passes This subset of objects belonging to NFV are pruned from the PCS (based on Lemma 5)
The first pass 2. Objects that are fully visible in the first pass NFV: These objects are removed from NFV and placed in FFV SFV: These objects are removed from the PCS (based on Lemma 4) FFV: Visibility computations are not performed for these objects in this pass as they are not needed
The second pass 3. Objects that are fully visible in the second pass NFV: These objects are removed from NFV and placed in SFV FFV: These objects are removed from the PCS (based on Lemma 3) SFV: Visibility computations are not performed for these objects in this pass as they are not needed
Improvement The improved culling algorithm reduces the number of rendering operations and occlusion queries each by sizeof(FFV ∪ SFV ), as compared to CULLIDE
Collision Detection 1. Compute the PCS at the object level using this improved alg. Sweep-and-prune on the PCS to compute the overlapping pairs 2. Compute the PCS at the sub-object level and the overlapping pairs 3. Perform exact interference tests between the triangles on the CPU
Implementation
Cloth 20K tri., 21 ms/f; X, Z views
Breaking objects 35K,250K tri., 25 ms/f; 3 axes views
Non-rigid objects 25 ms/f; deformable leaves
Performance
Cloth Simulation
Performance
Factors Depth complexity Depend upon the number of objects that project onto the screen-space Order of rendering Back-to-front works best Number of views # of Views increase, smaller PCS
Advantages Self-collisions Large number of objects Not perform framebuffer readbacks High image-space resolution Just a few milliseconds (<40ms) deformable, breaking, and non-rigid geometry, as well as polygon-soup models
Disadvantage No overlap information or the extent of penetration Limited to image resolution Ignores touching contacts Best when back-to-front rendering Depends on object configurations and the depth complexity
Future Work Provide proximity computations Including distance and penetration depth computation Explore the new programmability features of GPUs