CInDeR : collision and interference detection in real time using graphics hardware

Collision detection is a vital task in almost all forms of computer animation and physical simulation. It is also one of the most computationally expensive and therefore a frequent impediment to efficient implementation of real-time graphics applications. s We describe how graphics hardware can be u...

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Main Author: Knott, David
Language:English
Published: 2009
Online Access:http://hdl.handle.net/2429/14572
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spelling ndltd-LACETR-oai-collectionscanada.gc.ca-BVAU.2429-145722014-03-14T15:47:38Z CInDeR : collision and interference detection in real time using graphics hardware Knott, David Collision detection is a vital task in almost all forms of computer animation and physical simulation. It is also one of the most computationally expensive and therefore a frequent impediment to efficient implementation of real-time graphics applications. s We describe how graphics hardware can be used as a geometric co-processor to carry out the bulk of the computation involved with collision detection. Methods for performing out this task are described in the context of two different forms of collision detection and using two separate portions of the hardware graphics pipeline. We first demonstrate how a programmable vertex engine can be used to perform all of the computation required for a closed-form particle simulation in which the particles may impact with a variety of surfaces. The technique is used for both visual simulation and to report collision data back to an application running on the computer's CPU. The second form of collision detection involves using frame buffer operations to implement a ray-casting algorithm which detects static interference between solid polygonal objects. The algorithm is linear in both the number of objects and number of polygons and requires no pre-processing or special data structures. 2009-11-02T21:09:14Z 2009-11-02T21:09:14Z 2003 2009-11-02T21:09:14Z 2003-11 Electronic Thesis or Dissertation http://hdl.handle.net/2429/14572 eng UBC Retrospective Theses Digitization Project [http://www.library.ubc.ca/archives/retro_theses/]
collection NDLTD
language English
sources NDLTD
description Collision detection is a vital task in almost all forms of computer animation and physical simulation. It is also one of the most computationally expensive and therefore a frequent impediment to efficient implementation of real-time graphics applications. s We describe how graphics hardware can be used as a geometric co-processor to carry out the bulk of the computation involved with collision detection. Methods for performing out this task are described in the context of two different forms of collision detection and using two separate portions of the hardware graphics pipeline. We first demonstrate how a programmable vertex engine can be used to perform all of the computation required for a closed-form particle simulation in which the particles may impact with a variety of surfaces. The technique is used for both visual simulation and to report collision data back to an application running on the computer's CPU. The second form of collision detection involves using frame buffer operations to implement a ray-casting algorithm which detects static interference between solid polygonal objects. The algorithm is linear in both the number of objects and number of polygons and requires no pre-processing or special data structures.
author Knott, David
spellingShingle Knott, David
CInDeR : collision and interference detection in real time using graphics hardware
author_facet Knott, David
author_sort Knott, David
title CInDeR : collision and interference detection in real time using graphics hardware
title_short CInDeR : collision and interference detection in real time using graphics hardware
title_full CInDeR : collision and interference detection in real time using graphics hardware
title_fullStr CInDeR : collision and interference detection in real time using graphics hardware
title_full_unstemmed CInDeR : collision and interference detection in real time using graphics hardware
title_sort cinder : collision and interference detection in real time using graphics hardware
publishDate 2009
url http://hdl.handle.net/2429/14572
work_keys_str_mv AT knottdavid cindercollisionandinterferencedetectioninrealtimeusinggraphicshardware
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