loading...
Balanced Hierarchies for Collision Detection between Fracturing Objects
Charlotte, NC, USA March 10-March 14
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/VR.2007.3524672007 IEEE Virtual Reality Conference
 This Article 
 
PDF
HTML
 
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Miguel A. Otaduy, Computer Graphics Laboratory, ETH Zurich, e-mail: otaduy@inf.ethz.ch
Olivier Chassot, Computer Graphics Laboratory, ETH Zurich, e-mail: olivier.chassot@alumni.ethz.ch
Denis Steinemann, Computer Graphics Laboratory, ETH Zurich, e-mail: deniss@inf.ethz.ch
Markus Gross, Computer Graphics Laboratory, ETH Zurich, e-mail: grossm@inf.ethz.ch
The simulation of fracture leads to collision-intensive situations that call for efficient collision detection algorithms and data structures. Bounding volume hierarchies (BVHs) are a popular approach for accelerating collision detection, but they rarely see application in fracture simulations, due to the dynamic creation and deletion of geometric primitives. We propose the use of balanced trees for storing BVHs, as well as novel algorithms for dynamically restructuring them in the presence of progressive or instantaneous fracture. By paying a small loss of fitting quality compared with complete reconstruction, we achieve more than one order of magnitude speedup in the update of BVHs.
Citation:
Miguel A. Otaduy, Olivier Chassot, Denis Steinemann, Markus Gross, "Balanced Hierarchies for Collision Detection between Fracturing Objects," vr, pp.83-90, 2007 IEEE Virtual Reality Conference, 2007
Usage of this product signifies your acceptance of the Terms of Use.