Fast 3D Geometric Proximity Queries between Rigid and Deformable Models Using Graphics Hardware Acceleration

Kenneth E. Hoff, Andrew Zaferakis, Ming C. Lin, Dinesh Manocha · 2002

We present an approach for computing generalized proximity information between arbitrary polygonal models using graphics hardware acceleration. Our algorithm combines object-space localization, multi-pass rendering techniques, and accelerated distance field computation to perform complex proximity queries at interactive rates. It is applicable to any closed, possibly non-convex, polygonal object and requires no precomputation, making it suitable for both rigid and dynamically deformable geometry of relatively high complexity. The proximity queries include, not only collision detection, but also the computation of intersections, minimum separation distance, closest points, penetration depth and direction, and contact points and normals. The load is balanced between CPU and graphics subsystems through a hybrid geometry and image-based approach. Geometric object-space techniques coarsely localize potential interactions between two objects, and image-space techniques accelerated with graphics hardware provide the lowlevel proximity information. We have implemented our system using the OpenGL graphics library and have tested it on various hardware configurations with a wide range of object complexities and contact scenarios. In all cases, interactive frame rates are achieved. In addition, our algorithm performance is heavily based on the graphics hardware computational power growth curve which has exceeded the expectations of Moore Law for general CPU power growth.

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