A New Fast and Robust Collision Detection and Force Computation Algorithm Applied to the Physics Engine Bullet: Method, Integration, and Evaluation
A New Fast and Robust Collision Detection and Force Computation Algorithm Applied to the Physics Engine Bullet: Method, Integration, and Evaluation
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一种应用于物理引擎子弹的新型快速鲁棒碰撞检测和力计算算法:方法、集成和评估
DOI:
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发表时间:
2014
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通讯作者:
J. L. E. Silva
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作者:
M. Sagardia;Theodoros Stouraitis;J. L. E. Silva
We present a collision detection and force computation algorithm based on the Voxelmap-Pointshell Algorithm which was integrated and evaluated in the physics engine Bullet. Our algorithm uses signed distance fields and point-sphere trees and it is able to compute collision forces between arbitrary complex shapes at simulation frequencies smaller than 1 msec. Utilizing phere hierarchies, we are able to rapidly detect likely colliding areas, while the point trees can be used for processing colliding egions in a level-of-detail manner. The integration into the physics engine Bullet was performed inheriting interface classes provided in that framework. We compared our algorithm with Bullet’s native GJK, GJK with convex decomposition, and GImpact, varying the resolution and the scenarios. Our experiments show that our integrated algorithm performs with similar computation times as the standard collision detection algorithms in Bullet if low resolutions are chosen. With high resolutions, our algorithm outperforms Bullet’s native implementations and objects behave realistically.
DOI:
10.1145/1889863.1889874
发表时间:
2010
期刊:
影响因子:
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作者:
René Weller;David Mainzer;Mikel Sagardia;Thomas Hulin;Gabriel Zachmann;Carsten Preusche
通讯作者:
Carsten Preusche