Line-Triangle Test for Collision Detection and Response in Soft Bodies 

Abstract

Soft-body models are common in games to simulate cloth or elastic objects.  To realistically simulate soft-body objects, collision detection and response is required.  In addition, soft-body models must re-arrange their internal structure to react to the collision.  This paper presents a new collision detection and response algorithm which can simulate a variety of soft-body material behaviors ranging from stiff to elastic. In this approach, a line-triangle intersection test is used for collision detection and force propagation is used for collision response.  Implementation and experiments using the algorithm show that complex deformable objects composed of thousands vertices can be animated at interactive speeds. 

Multi-Level SB Collide: Multi-Level Subdivided Bounding Box for Collision and Self-Collision in Soft Bodies 

Abstract

In interactive 3D graphics collision detection of soft bodies in real time is a significant problem. It is time consuming because soft bodies are composed of possibly thousands of moving particles. Each time step all particles rearrange in new positions according to their behaviors and collision must be detected for each particle. To optimize collision detection in flexible objects, we introduce a solution called Multi-Level SB collide. The method relies on the construction of subdivided bounding boxes, box hash domains, and contact surfaces. Multi-level SB collide applies multi-level subdivided bounding boxes (AABBs) into a box hash function and uses contact surface method to detect collision. This contact surface can be used to detect both collision with other objects and self-collision in soft bodies. Experimental results show that multi-level SB collide is an accurate and efficient method for real-time collision detection in soft bodies.   
 

Optimized Collision Detection for Flexible Object in Large Environment 

Abstract

We present a scheme for collision detection of flexible models. This scheme relies on a multi-resolution technique of: 1) object location tracking  to decrease time complexity, 2) the combination of bounding boxes (AABBs) and a hash grid function, and 3) computation of distance domain to determine collision with a contact surface. Experiments show that this approach can efficiently detect collisions in a large set of flexible objects.