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Published byἌλκανδρος Αλεξιάδης Modified over 6 years ago
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Graceful Degradation Of Collision Handling in Physically Based Animation John Dingliana , Carol O’ Sullivan
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Problem Simplification of rendered scenes in real time applications required. Static method of simplification - BAD. Dynamic management of Level Of scene Detail - BETTER. Specifically, varying level of detail associated with collision handling.
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Goals Separation of constant time processes and
“indeterminate complexity” processes. Allow interruption of “indeterminate complexity” processes. Larger Goal : Deliver “consistent” results even at a lower level of detail.
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General Collision Handling
Collision Detection : Broad Phase : Coarse volume intersection. Intermediate Phase : Narrow down areas of collision. Narrow Phase : Polygonal intersection tests. Contact Modeling : Extract collision information. State Update.
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Collision Detection Every object has a sphere tree.
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Collision Detection (contd.)
Perform intersection tests, going down the hierarchy of sphere tree. If node is not a leaf node: If intersection found, go down to next level. Else, flag as “true collision” or “no collision”.
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Collision Detection-Example
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Collision Detection - Variant
Models this as an interruptible process. Possible collisions must be treated as true collisions, later. Broad Phase : Perform intersection at root. Narrow Phase : Refine intersections. Polygonal intersections used only on leaf nodes. Deeper sphere tree.
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Collision Response Action taken after collision detection.
Consists of : Impulse Calculation Contact Modeling
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Impulse Calculation Assumptions:
Rigid body collision. Frictionless collision. Uses an impulse model to calculate force on intersecting node.
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Contact Modeling Determines direction of impulse.
Determines point of collision. No backtracking.
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Backtracking - Example
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State Update Resolves impulses per object.
Changes the state of intersecting objects.
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Implementation Collision detection phase and the contact modeling phase interleaved. While traversing the sphere tree, populate collision list with intersection information. This process is interruptible.
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Implementation (contd.)
Collision Number Calculation Response = Of * time of a Time Intersections Single Impulse Variable Constant
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Time Scheduler Done per frame.
Stage 1: Allots time quota to collision handling process. Stage 2: Monitors time quota for collision detection process. Allocates time quota for impulse calculation and state update phase.
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Time Scheduler (contd.)
Stage 3: Time quota for collision detection exhausted. Interrupts collision detection process. Transfers control to collision response phase.
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Results
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Conclusion Introduced an approach to control the level of detail of individual interactions in a complex scene. Especially useful in meeting the demand of real time frame rates.
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Context Follow up paper : Perception heuristics guiding the process.
Metric for evaluating results. Level-Of-Detail feedback loop – good?
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