Bounding Volume Hierarchies of Slab Cut Balls
Författare
Summary, in English
We introduce a bounding volume hierarchy based on the Slab Cut Ball. This novel type of enclosing shape provides an attractive balance between tightness of fit, cost of overlap testing, and memory requirement. The hierarchy construction algorithm includes a new method for the construction of tight bounding volumes in worst case O(n) time, which means our tree data structure is constructed in O(n log n) time using traditional top-down building methods. A fast overlap test method between two slab cut balls is also proposed, requiring as few as 28-99 arithmetic operations, including the transformation cost. Practical collision detection experiments confirm that our tree data structure is amenable for high performance collision queries. In all the tested benchmarks, our bounding volume hierarchy consistently gives performance improvements over the sphere tree, and it is also faster than the OBB tree in five out of six scenes. In particular, our method is asymptotically faster than the sphere tree, and it also outperforms the OBB tree, in close proximity situations.
Avdelning/ar
Publiceringsår
2009
Språk
Engelska
Sidor
2379-2395
Publikation/Tidskrift/Serie
Computer Graphics Forum
Volym
28
Issue
8
Länkar
Dokumenttyp
Artikel i tidskrift
Förlag
Wiley-Blackwell
Ämne
- Computer Science
Nyckelord
- animation
- rigid body simulation
- collision detection
- bounding volumes
- hierarchical data structures
Status
Published
ISBN/ISSN/Övrigt
- ISSN: 1467-8659