Abstract
The natural behavior of garments and textile materials in the presence of changing object states is potentially the most computationally demanding task in a dynamic 3D virtual environment. Cloth materials are highly deformable inducing a very large number of contact points or regions with other objects. In a natural environment, cloth objects often interact with themselves generating a large number of self-collisions areas. The interactive requirements of 3D games and physically driven virtual environments make the cloth collisions and self-collisions computations more challenging. By exploiting mathematically well-defined smoothness conditions over smaller patches of deformable surfaces and resorting to image-based collision detection tests, we developed an efficient collision detection method that achieves interactive rates while tracking self-interactions in highly deformable surfaces consisting of more that 50,000 elements. The method makes use of a novel technique for dynamically generating a hierarchy of cloth bounding boxes in order to perform object-level culling and image-based intersection tests using conventional graphics hardware support.
Original language | English |
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Title of host publication | ACM Symposium on Virtual Reality Software and Technology, Proceedings, VRST |
Pages | 129-136 |
Number of pages | 8 |
Publication status | Published - 1 Dec 2002 |
Event | Proceedings of the ACM Symposium on Virtual Reality Software and Technology - Hong Kong, Hong Kong Duration: 11 Nov 2002 → 13 Nov 2002 |
Conference
Conference | Proceedings of the ACM Symposium on Virtual Reality Software and Technology |
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Country/Territory | Hong Kong |
City | Hong Kong |
Period | 11/11/02 → 13/11/02 |
Keywords
- Cloth simulation
- Collision detection
- Deformable surfaces
- Graphics hardware
ASJC Scopus subject areas
- General Computer Science