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Shortest Path to Boundary for Self-Intersecting Meshes (2305.09778v1)

Published 16 May 2023 in cs.GR and cs.CG

Abstract: We introduce a method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. We provide a formal definition of shortest boundary paths for self-intersecting objects and present a robust algorithm for computing the actual shortest boundary path. The resulting method offers an effective solution for collision and self-collision handling while simulating deformable volumetric objects, using fast simulation techniques that provide no guarantees on collision resolution. Our evaluation includes complex self-collision scenarios with a large number of active contacts, showing that our method can successfully handle them by introducing a relatively minor computational overhead.

Citations (3)

Summary

  • The paper introduces a robust computational method for finding the shortest path from an internal point to the boundary of self-intersecting meshes, crucial for collision detection in simulations.
  • The proposed algorithm utilizes bounding volume hierarchies and tetrahedral traversal to reliably handle complex self-collision scenarios without significant computational overhead.
  • Practically, this method enables the handling of arbitrary self-intersections in dynamic simulations, offering theoretical guarantees of robustness compared to previous approaches.

Shortest Path to Boundary for Self-Intersecting Meshes: A Robust Approach to Collision Detection

Overview

The paper introduces a computational method for accurately determining the shortest path from an internal point to the boundary of a mesh in the presence of self-intersections, which are common in computer graphics simulations. The authors provide a rigorous framework to identify the shortest paths in tetrahedral meshes for 3D objects and triangular meshes for 2D objects, capable of addressing collision and self-collision issues during simulations. This work is particularly significant for simulations involving deformable volumeric objects where self-intersections are prevalent due to limitations in modeling, animation, or resolutions of physics-based simulations.

Numerical Results and Claims

The authors propose an algorithm that reliably computes the shortest path to the boundary by transforming the problem into one of exploring candidate boundary points and examining if a direct path exists within the mesh's topology. The algorithm uses bounding volume hierarchies (BVH) to efficiently narrow down candidate points, complemented by a robust tetrahedral traversal technique to detect valid paths. Experimental evaluations showed that their method successfully handles complex self-collision scenarios without introducing significant computational overhead. This robustness makes it viable for real-time simulations of highly complex scenarios with numerous active collisions.

Practical Implications

Practically, this method enables the handling of arbitrary self-intersections, making it suitable for dynamic simulations like soft-body dynamics, character animations, or any other application that involves complex object interactions. Unlike previous solutions that depended on maintaining an intersection-free state or approximated the shortest path using signed distance fields, this method does not require expensive preprocessing or complete reliance on the assumption of non-overlapping geometries. Thus, it provides theoretical guarantees of robustness in collision detection and subsequent handling, enhancing the stability of simulations under severe deformation or contact scenarios.

Theoretical Contributions

Theoretically, the method advances the understanding of geodesic paths in self-intersecting meshes by refining the conditions under which shortest paths exist and can be computed accurately. The authors formalize the concept of valid paths, extending traditional definitions by including paths necessitated by the geometry and topology of the self-intersecting volume. Importantly, by determining paths through tetrahedral traversal, this research contributes to the field of computational geometry, providing a pathway to potentially reformulate other geometric problems in similar contexts.

Future Developments

Future directions inspired by this work could involve exploring GPU implementations for increased performance in real-time applications, since the current method operates primarily on CPUs. Investigating extensions of this method to accommodate non-volumetric meshes, such as cloth in cloth-object collisions, could also be a focus area. Furthermore, integration with advanced simulation frameworks could expand the applications to include more complex scenes in computer graphics and facilitate the creation of novel procedural content.

In conclusion, this paper presents a valuable methodological advancement in geometric processing and collision detection for self-intersecting meshes, facilitating advancements in both practical applications and theoretical understanding. This robust, computational tool enriches the capabilities of simulations requiring precise boundary path computations, substantiated by its successful application in diverse scenarios of deformable objects.

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