Re: [Algorithms] Colliding against polygon soup
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From: Yohanes Y. W. P. <yo...@ya...> - 2000-12-08 00:55:23
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These links were taken from my link database. Maybe some of you find them useful, just don't get lost ;-) Yohanes Yogi Wahyu P. Game Programmer, Matahari Studios www.mataharistudios.com -------------------------------------------------------------------------------- Collision Detection Pierre Terdiman's Optimized RAPID http://www.codercorner.com/RAPID_Hack.htm Collision Detection Article at Gamasutra http://www.gamasutra.com/features/19991018/Gomez_1.htm Dave Eberly's dynamic collision detection page http://www.magic-software.com/gr_coll.htm Andrew's Collision Detection Page http://www.gardner83.freeserve.co.uk/gl/collide.html Stephen Cameron http://www.comlab.ox.ac.uk/oucl/users/stephen.cameron/ Enhanced GJK Incrementally compute the distance between convex polyhedra http://www.comlab.ox.ac.uk/oucl/users/stephen.cameron/distances.html Kelvin Chung http://www.csis.hku.hk/~tlchung/ Kelvin Chung's Publications on Collision Detection: "Quick Elimination of Non-Interference Polytopes in Virtual Environments" "Quick Collision Detection of Polytopes in Virtual Environments" "Discrete Moving Frames for Sweep Surface Modeling" "An Efficient Collision Detection Algorithm for Polytopes in Virtual Environments" http://www.cs.hku.hk/~tlchung/research.html Taosong He http://www.bell-labs.com/user/taosong/ Martin Held http://www.ams.sunysb.edu/~held/projects/collision/collision.html Philip Hubbard http://siesta.cs.wustl.edu/~pmh/ John Canny http://www.cs.berkeley.edu/~jfc/ John Canny: Publications A total of 103 excellent publications! http://www.cs.berkeley.edu/~jfc/cv/publications.html Jim Klosowski http://www.ams.sunysb.edu/~jklosow/ Petr Konecny http://www.ams.sunysb.edu/~pekon/ Brian Mirtich http://www.merl.com/people/mirtich/ http://www.cs.berkeley.edu/~mirtich/ (old) Joe Mitchell http://www.ams.sunysb.edu/~jsbm/ Ian Palmer Sphere trees for collision detection http://www.eimc.brad.ac.uk/research/coldet.html Gabriel Zachmann http://www.igd.fhg.de/~zach/ Researchers at the UNC Ming C. Lin http://www.cs.unc.edu/~lin/ Dinesh Manocha His page at UNC http://www.cs.unc.edu/~dm/ Oriented Bounding Box ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/obb.ps.gz S. Ehmann http://www.cs.unc.edu/~ehmann/ Stefan Gottschalk http://www.cs.unc.edu/~gottscha/ A. Gregory http://www.cs.unc.edu/~gregory/ Andy Wilson http://www.cs.unc.edu/~awilson/ Jan Cohen http://www.cs.unc.edu/~cohenj/ T. Hudson http://www.cs.unc.edu/~hudson/ E. Larsenn http://www.cs.unc.edu/~larsen/ A. Pattekar http://www.cs.unc.edu/~pattekar/ M. K. Ponamgi http://www.cs.unc.edu/~ponamgi/ Interactive and Exact Collision Detection for Virtual and Simulated Environments Root page on design and implementation of five collision detection systems: H-COLLIDE, RAPID, PQP, V-COLLIDE, and I-COLLIDE http://www.cs.unc.edu/~dm/collide.html Brief description of each CD system http://www.cs.unc.edu/~geom/collide_packages.html Papers and technical reports on CD systems at the UNC http://www.cs.unc.edu/~geom/collision.html H-COLLIDE A collision detection system for haptic interaction. Has been used in an interactive multiresolution modeling and 3D painting system, called inTouch. http://www.cs.unc.edu/~geom/HCollide/ RAPID Stefan Gottchalk's collision detection algorithm based on OBBTree. It works with "polygon soups", which are just polygonal models which do not require any particular topological structure, such as forming a mesh or even a closed object. http://www.cs.unc.edu/~geom/OBB/OBBT.html PQP As compared to RAPID, PQP also provides support for distance computation and tolerance verification queries (in addition to collision detection). Its API is similar to that of RAPID. http://www.cs.unc.edu/~geom/SSV/ V-COLLIDE V-COLLIDE is an "Nbody" processor built on top of the RAPID system. V-COLLIDE performs a fast sweep-and-prune operation to decide which pairs of models are potentially in contact, and then for each potential contact pair it uses RAPID to determine true contact status. http://www.cs.unc.edu/~geom/V_COLLIDE/ I-COLLIDE I-COLLIDE only works for models which are convex polyhedra. But it exploits the special characteristics of convex polytopes to very quickly determine contact status. It also exploits temporal coherence. I-COLLIDE employs a similar "Nbody" processing algorithm as does V-COLLIDE. I-COLLIDE maintains the placements of all the models, and updates the potential contact pair list as the models placements' are modified. http://www.cs.unc.edu/~geom/I_COLLIDE.html http://www.cs.unc.edu/~manocha/I_COLLIDE.html http://www.cs.unc.edu/~dm/I_COLLIDE.html Collision Detection Packages from UNC Chapel Hill http://www.cs.unc.edu/~geom/collision_code.html Collision detection http://www.cs.unc.edu/~geom/Collision_mpeg/collision.html UNC Research Group on Modeling, Physically-Based Simulation and Applications http://www.cs.unc.edu/~geom/ Collision Detection and Contact Determination Papers at the UNC http://www.cs.unc.edu/~dm/collision.html IMMPACT: A System for Interactive Proximity Queries On Massive Models ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/immpact.pdf Collision Detection between Geometric Models: A Survey ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/cms.pdf Rapid and Accurate Contact Determination between Spline Models using ShellTrees ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/euro98.pdf Spherical Shell: A Higher Order Bounding Volume for Fast Proximity Queries ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/wafr98.ps.gz V-COLLIDE: Accelerated Collision Detection for VRML ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/vcol.pdf OBB-Tree: A Hierarchical Structure for Rapid Interference Detection ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/sig96.pdf Collision Detection: Algorithms and Applications ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/wafr.pdf Interactive and Exact Collision Detection for Large-Scale Environments ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/collision.pdf Incremental algorithms for collision detection between solid models ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/general.pdf Fast Contact Determination in Dynamic Environments ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/contact.pdf I-COLLIDE: An Interactive and Exact Collision Detection System for Large-Scaled Environments ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/paper3dint.pdf Efficient Collision Detection for Animation and Robotics ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/thesis.pdf SOLID - Software Library for Interference Detection Gino van den Bergen's fast implementation of the GJK algorithm http://www.win.tue.nl/cs/tt/gino/solid/ SOLID http://freetrek.linuxgames.com/ Collision Detection in Virtual Environments http://www.cs.hku.hk/~tlchung/research.html Q-COLLIDE Improved I-COLLIDE Q-Collide Library http://www.csis.hku.hk/~tlchung/collision_library.html Kelvin Chung's thesis: An Efficient Collision Detection Algorithm for Polytopes in Virtual Environments http://www.cs.hku.hk/~tlchung/thesis.html V-CLIP (Voronoi Clip) Collision Detection Algorithm Brian Mirtich's paper: V-Clip: Fast and Robust Polyhedral Collision Detection http://www.merl.com/reports/TR97-05/index.html V-CLIP: Improved implementation of the Lin-Canny closest feature tracking algorithm http://www.merl.com/projects/vclip/ Lin-Canny Closest Features Algorithm In its basic form, this algorithm maintains the pair of closest features (vertices, edges, or faces) between two convex polyhedra moving through space. The distance between two polyhedra is easily found, once the closest features are known; a collision is declared when this distance falls below some small epsilon. Sourcecode available. http://www.cs.berkeley.edu/~mirtich/collDet.html QuickCD Collision Detection Algorithm QuickCD Library http://www.ams.sunysb.edu/~jklosow/quickcd/QuickCD.html QuickCD Publications: Efficient Collision Detection for Interactive 3D Graphics and Virtual Environments by J.T. Klosowski Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs by J.T. Klosowski, M. Held, J.S.B. Mitchell, H. Sowizral, K. Zikan Evaluation of Collision Detection Methods for Virtual Reality Fly-Throughs by M. Held, J.T. Klosowski, J.S.B. Mitchell http://www.ams.sunysb.edu/~jklosow/quickcd/QCD_publications.html QuickCD sourcecode http://www.ams.sunysb.edu/~jklosow/quickcd/QCD_source_code.html Journal of Graphics Tools - Collision Detection Efficient collision detection of complex deformable models using AABB trees http://www.acm.org/jgt/papers/vanDenBergen97/ A fast and robust GJK Implementation for collision detection of convex objects http://www.acm.org/jgt/papers/vanDenBergen99/ "Dynamic Plane Shifting BSP Traversal" by Stan Melax A variation of the BSP tree collision algorithm that shifts the planes in order to offset the geometry of the environment at runtime. http://www.cs.ualberta.ca/~melax/bsp/ Proxima Collision and contact support for large virtual environments http://www.cs.purdue.edu/homes/vanecek/proxima/homepage.html Reliable Collision Detection http://www.cs.cofc.edu/per/fac/leclerc/WWW/apl.html Collision detection http://www-out.bell-labs.com/user/taosong/presentation/vis97/tsld001.htm Dynamics Chris Hecker's Dynamics page http://www.d6.com/users/checker/dynamics.htm "An Introduction to Physically Based Modelling" Chapters: Differential Equation Basics, Particle System Dynamics, Energy Functions and Stiffness, Continuum Dynamics, Constrained Dynamics, Rigid Body Dynamics I & II http://www.cs.cmu.edu/afs/cs/user/baraff/www/pbm/pbm.html "Physically Based Modeling: Principles and Practice" Chapters: Differential Equation Basics, Particle Dynamics, Implicit Methods, Dynamics in Feature Animation, Constrained Dynamics, Rigid Body Dynamics http://www.cs.cmu.edu/~baraff/sigcourse/index.html Andy Witkin's work (animatios, papers, etc.) Interesting papers: "Motion Warping", "Interactive Dynamics", "Physically Based Manipulation of Discrete/Continuous Models", "Dynamic Simulation of non-penetrating flexible bodies" http://www.cs.cmu.edu/afs/cs/user/aw/www/gallery.html Baraff Papers and Technical Reports Cloth simulation, linear-time dynamics, physically-based manipulation, dynamic simulation, frictions, curved surfaces, analytical methods, contact force computation, simulation of flexible bodies, simulation of rigid bodies, partitioned dynamics, motions, http://www.cs.cmu.edu/~baraff/papers/index.html http://www.cs.cmu.edu/afs/cs/user/baraff/www/papers/ Impulse Based Simulation Main page for impulse based simulation research. Papers: "Impulse-based Dynamic Simulation of Rigid Body Systems" "Hybrid Simulation: Combining Constraints and Impulses" "Impulse-based Simulation of Rigid Bodies" "Impulse-based Dynamic Simulation" http://www.cs.berkeley.edu/~mirtich/impulse.html "Impulse-based Dynamic Simulation of Rigid Body Systems" Interesting chapters: Collision Detection, Collision Response, Constrained Body Dynamics, Hybrid Simulation, Computation of Mass Properties for Polyhedral Bodies http://www.merl.com/people/mirtich/papers/thesis/thesis.html Parallel Impulse Based Dynamic Simulation http://robotics.eecs.berkeley.edu/~paulos/IMP/ Current Research in Simulation and Virtual Environments Links to resources on this topic. http://www.cs.berkeley.edu/~mirtich/simulation.html Rigid Body Simulation Contains description of rigid body simulation system and links to software packages, publications, and researchers on the topic. Publications: "Diffuse versus True Coevolution in a Physics-based World", "Rigid Body Contact: Collision Detection to Force Computation", "Impulse-based Dynamic Simulation of Rigid Body Systems", "Spacetime Constraints Revisited" http://www.merl.com/projects/rigidBodySim/ Journal of Graphics Tools - Physically-Based Modelling Practical Parameterization of Rotations Using the Exponential Map http://www.acm.org/jgt/papers/Grassia98/ Fast and accurate computation of polyhedral mass properties http://www.acm.org/jgt/papers/Mirtich96/ Approximate simulation of elastic membranes by triangulated spring meshes http://www.acm.org/jgt/papers/VanGelder98/ Paper: Inverse Kinematics for Robot Manipulators http://www.cs.unc.edu/~geom/kinematics.html Physics of Racing (lots of papers) http://www.neutralzone.org/home/faqsys/cates/papers.html Accurate vehicle simulator http://www.trucksim.com/carsimed/manual.pdf Wheeled vehicle physics http://www.members.home.net/rck/phor/ http://www.wheelworks.com/eds_toy/drive/exp.html http://www.dur.ac.uk/~dph0rgb/PoM/pom/pom.html http://www.sae.org/products/books/R-146.htm TruckSim http://www.trucksim.com/ Physics Engines Ipion http://www.ipion.com/ Mathengine http://www.mathengine.com/ Havok http://www.havok.com/ ORKiD (Object oRiented Kinematics and Dynamics) ORKiD is an object-oriented library for simulating the three-dimensional Newtonian kinematics and dynamics of rigid bodies acting under the influence of external forces and torques. You give it the forces and torques, it gives you the position and orientation. It is written entirely in ANSI C++ and is platform-neutral. http://www.woodsoup.org/projs/ORKiD/ __________________________________________________ Do You Yahoo!? Yahoo! Shopping - Thousands of Stores. Millions of Products. http://shopping.yahoo.com/ |