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dc.contributor.authorNirel, Danen_US
dc.contributor.authorLischinski, Danien_US
dc.contributor.editorGutierrez, Diego and Sheffer, Allaen_US
dc.date.accessioned2018-04-14T18:24:08Z
dc.date.available2018-04-14T18:24:08Z
dc.date.issued2018
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13357
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13357
dc.description.abstractHandling collisions among a large number of bodies can be a performance bottleneck in video games and many other real-time applications. We present a new framework for detecting and resolving collisions using the penetration volume as an interpenetration measure. Given two non-convex polyhedral bodies, a new sampling paradigm locates their near-contact configurations in advance, and stores associated contact information in a compact database. At runtime, we retrieve a given configuration's nearest neighbors. By taking advantage of the penetration volume's continuity, cheap geometric methods can use the neighbors to estimate contact information as well as a translational gradient. This results in an extremely fast, geometry-independent, and trivially parallelizable computation, which constitutes the first global volume-based collision resolution. When processing multiple collisions simultaneously on a 4-core processor, the average running cost is as low as 5 μs. Furthermore, no additional proximity or contact-regions queries are required. These results are orders of magnitude faster than previous penetration volume approaches.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectCollision detection
dc.subjectPhysical simulation
dc.titleFast Penetration Volume for Rigid Bodiesen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersCollision and Motion
dc.description.volume37
dc.description.number2
dc.identifier.doi10.1111/cgf.13357
dc.identifier.pages239-250


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