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We present a scheme for exact collision detection between complex models undergoing rigid motion and deformation. The scheme relies on a hierarchical model representation using axis-aligned bounding boxes (AABBs). In recent work, AABB trees have been shown to be slower than oriented bounding box (OBB) trees. In this paper, we describe a way to speed up(More)
This paper presents an implementation of the Gilbert-Johnson-Keerthi algorithm for computing the distance between convex objects, that has improved performance, robustness, and versatility over earlier implementations. The algorithm presented here is especially fit for use in collision detection of objects modeled using various types of geometric(More)
In this chapter we present a technique for rendering metaballs on state-of-the-art graphics processors at interactive rates. Instead of employing the marching cubes algorithm to generate a list of polygons, our method samples the metaballs' implicit surface by constraining free-moving particles to this surface. Our goal is to visualize the meta-balls as a(More)
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