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Presented by Paul Phipps
Efficient collision detection using bounding volume hierarchies of k-DOPs by James T. Klosowski, Martin Held, Joseph S.B. Mitchell, Henry Sowizral, and Karel Zikan Presented by Paul Phipps
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Overview Background Collision Detection Perspective k-DOP
Cost Function Design Choices for BV Tree Tumbling the k-DOPs Experimental Results Future Work
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Background Collision Detection Do fewer comparisons Approaches
Pure detection Detect and report Do fewer comparisons Between pairs of objects Between pairs of primitives Approaches Spatial Decomposition Octrees, k-d trees, BSP-trees, brep-indices, tetrahedral meshes, and (regular) grids Bounding Volumes Hierarchy Spheres, axis-aligned bounding boxes (AABBs), oriented bounding box (OBB) (“RAPID” uses OBBTrees) Miscellaneous
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Collision Detection Perspective
Assumptions Rigid bodies Discrete points in time Typical input: Static object (the environment) Moving object (the flying hierarchy) Goals: Accuracy Real-time rates Haptics can require over 1000 collision queries per second
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Contributions… “k-DOP” (Discrete Orientation Polytope)
convex polytope whose facets are determined by halfspaces whose outward normals come from a small fixed set of k orientations Axis Aligned Bounding Box == 6-DOP ((using axes +x, -x, +y, -y, +z, and -z) k-DOPs used in experiments: 6-DOP, 14-DOP, 18-DOP, 26-DOP
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…Contributions Compare ways to construct a Bounding Volume Hierarchy (“BV-tree”) of k-DOPs Algorithms Maintain k-DOP BV-tree for moving objects Translation Rotation Fast collision detection Using BV-trees of moving object and of environment Results with real and simulated data
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Cost Function N = number of occurrences C = cost per occurrence
Bounding Volume Overlap Tests Primitive Overlap Tests Updates of Hierarchy nodes N = number of occurrences C = cost per occurrence
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k-DOP Advantages over other BV
Tighter fit than AABB or Sphere The higher the k the lower Nv, Np, and Nu Only k values to remember for a BV (using opposite-pointing orientations) Simpler overlap tests than OBB Just do (k / 2) interval overlap tests The parameter k can be chosen to get a good balance between tight fit and quick overlap test
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Design Choices for BV Tree
Branching degree 2 (binary tree) is good Simple to implement Simple to traverse tree Splitting rule for pre-computing the tree structure Pick either x, y, or z axis (using various tests) Sort along that axis, then use Median Mean Recur
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Tumbling the k-DOPs “hill climbing” method “approximation method”
For Root Node “hill climbing” method Use pre-computed convex hulls Are extreme vertices still extreme? If not, “climb” to more extreme neighbors Advantage: tight “approximation method” Rotate vertices of k-DOP Get new k-DOP Don’t accumulate error: Rotate from pre-computed vertices in Model-Space Advantage: fast For non-Root Nodes
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Algorithm 1
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Future Work Use of temporal coherence Multiple flying objects
Dynamic environments Deformable objects Numerically Controlled Verification
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Overview Background Collision Detection Perspective k-DOP
Cost Function Design Choices for BV Tree Tumbling the k-DOPs Experimental Results Future Work
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Questions?
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Continuous Collision Detection of Deformable Objects using k-DOPs
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