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Fast and Reliable Collision Culling Using Graphics Hardware
March/April 2006 (vol. 12 no. 2)
pp. 143-154

Abstract—We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs for eliminating a subset of primitives that are not in close proximity. In order to overcome the accuracy problems caused by the limited viewport resolution, we compute the Minkowski sum of each primitive with a sphere and perform reliable 2.5D overlap tests between the primitives. We are able to achieve more effective collision culling as compared to prior object-space culling algorithms. We integrate our culling algorithm with CULLIDE [CHECK END OF SENTENCE] and use it to perform reliable GPU-based collision queries at interactive rates on all types of models, including nonmanifold geometry, deformable models, and breaking objects.

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Index Terms:
Collision detection, graphics hardware, deformable models, Minkowski sums.
Citation:
Naga K. Govindaraju, Ming C. Lin, Dinesh Manocha, "Fast and Reliable Collision Culling Using Graphics Hardware," IEEE Transactions on Visualization and Computer Graphics, vol. 12, no. 2, pp. 143-154, March-April 2006, doi:10.1109/TVCG.2006.29
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