Barbic Jernej
IEEE Trans Haptics. 2017 Apr-Jun;10(2):151-161. doi: 10.1109/TOH.2016.2613872. Epub 2016 Sep 27.
We present an algorithm for fast continuous collision detection between points and signed distance fields, and demonstrate how to robustly use it for 6-DoF haptic rendering of contact between objects with complex geometry. Continuous collision detection is often needed in computer animation, haptics, and virtual reality applications, but has so far only been investigated for polygon (triangular) geometry representations. We demonstrate how to robustly and continuously detect intersections between points and level sets of the signed distance field. We suggest using an octree subdivision of the distance field for fast traversal of distance field cells. We also give a method to resolve continuous collisions between point clouds organized into a tree hierarchy and a signed distance field, enabling rendering of contact between rigid objects with complex geometry. We investigate and compare two 6-DoF haptic rendering methods now applicable to point-versus-distance field contact for the first time: continuous integration of penalty forces, and a constraint-based method. An experimental comparison to discrete collision detection demonstrates that the continuous method is more robust and can correctly resolve collisions even under high velocities and during complex contact.
我们提出了一种用于点与带符号距离场之间快速连续碰撞检测的算法,并演示了如何将其稳健地用于对具有复杂几何形状的物体之间的接触进行六自由度触觉渲染。在计算机动画、触觉和虚拟现实应用中,通常需要连续碰撞检测,但迄今为止仅针对多边形(三角形)几何表示进行了研究。我们演示了如何稳健且连续地检测点与带符号距离场的水平集之间的相交情况。我们建议使用距离场的八叉树细分来快速遍历距离场单元。我们还给出了一种方法,用于解决组织成树层次结构的点云与带符号距离场之间的连续碰撞,从而能够渲染具有复杂几何形状的刚性物体之间的接触。我们首次研究并比较了两种现在适用于点与距离场接触的六自由度触觉渲染方法:惩罚力的连续积分和基于约束的方法。与离散碰撞检测的实验比较表明,连续方法更稳健,即使在高速和复杂接触情况下也能正确解决碰撞问题。