Computation of a penetration measure between 3D convex polyhedral objects for collision detection

2001 ◽  
Vol 18 (11) ◽  
pp. 623-631 ◽  
Author(s):  
K. Sridharan ◽  
S. S. Keerthi
Author(s):  
J. J. Fang ◽  
D. E. R. Clark ◽  
J. E. L. Simmons

Abstract In this paper, a simulated three-dimensional virtual world is created with a virtual 3D space ball for virtual object control. We propose a new technique called HV Partition to detect accurate collision on the assembly of two polyhedral solids in virtual simulation. This is a solid-based detection methodology achieved by automatically partitioning the object into smaller solid boxes. Mechanical components, represented by non-convex polyhedra, traversing any degree of freedom, are applied in tins environment. Using this HV Partition method, the accurate interference between two polyhedral objects can be found. The HV Partition methodology is applied following initial approximate collision detection using traditional bounding box and bounding sphere methods. The smaller the number of smaller boxes, the quicker is the performance of the collision algorithm. An automatic partition method is also given to reduce the number of smaller boxes in an object.


1998 ◽  
Vol 7 (1) ◽  
pp. 36-52 ◽  
Author(s):  
Yoshifumi Kitamura ◽  
Andrew Smith ◽  
Haruo Takemura ◽  
Fumio Kishino

We propose an accurate collision detection algorithm for use in virtual reality applications. The algorithm works for three-dimensional graphical environments where multiple objects, represented as polyhedra (boundary representation), are undergoing arbitrary motion (translation and rotation). The algorithm can be used directly for both convex and concave objects and objects can be deformed (nonrigid) during motion. The algorithm works efficiently by first reducing the number of face pairs that need to be checked accurately for interference, by first localizing possible collision regions using bounding box and spatial subdivision techniques. Face pairs that remain after this pruning stage are then accurately checked for interference. The algorithm is efficient, simple to implement, and does not require any memory-intensive auxiliary data structures to be precomputed and updated. The performance of the proposed algorithm is compared directly against other existing algorithms, e.g., the separating plane algorithm, octree update method, and distance-based method. Results are given to show the efficiency of the proposed method in a general environment.


2005 ◽  
Vol 5 (1) ◽  
pp. 48-55 ◽  
Author(s):  
Ali Akgunduz ◽  
Prashant Banerjee ◽  
Sanjay Mehrotra

This paper addresses the issue of real-time collision detection between pairs of convex polyhedral objects undergoing fast rotational and translational motions. Accurate contact information between objects in virtual reality based simulations such as product design, assembly analysis, performance testing and ergonomic analysis of products are critical factors to explore when desired realism is to be achieved. For this purpose, fast, accurate and robust collision detection algorithms are required. The method described in the text models the exact collision detection problem between convex objects as a linear program. One of the strengths of the proposed methodology is its capability of addressing high speed interframe collision. In addition to the interframe collision detection, experimental data demonstrate that mathematical programming approaches offer promising results in terms of speed and robustness as well.


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