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Easy real-time collision detection (2406.00026v1)

Published 24 May 2024 in cs.RO and cs.GR

Abstract: This article presents an easy distance field-based collision detection scheme to detect collisions of an object with its environment. Through the clever use of back-face culling and z-buffering, the solution is precise and very easy to implement. Since the complete scheme relies on the graphics pipeline, the collision detection is performed by the GPU. It is easy to use and only requires the meshes of the object and the scene; it does not rely on special representations. It can natively handle collision with primitives emitted directly on the pipeline. Our scheme is efficient and we expose many possible variants (especially an adaptation to certain particle systems). The main limitation of our scheme is that it imposes some restrictions on the shape of the considered objects - but not on their environment. We evaluate our scheme by first, comparing with the FCL, second, testing a more complete scene (involving geometry shader, tessellation and compute shader) and last, illustrating with a particle system.

Summary

  • The paper introduces a simple and efficient real-time collision detection method utilizing the GPU graphics pipeline via distance fields, back-face culling, and z-buffer.
  • Experimental results show competitive timing and superior ease of use and memory efficiency compared to FCL, requiring only GPU storage for two height maps.
  • The method is promising for applications like gaming, simulation, and AR due to its simplicity but is limited by object convexity, indicating areas for future refinement.

Analysis of the "EASY REAL-TIME COLLISION DETECTION" Paper

This paper by J. Fabrizio presents an innovative and streamlined approach to collision detection by leveraging the distance field-based scheme, cleverly utilizing the graphics pipeline for efficient computation on the GPU. The proposed algorithm's primary merit lies in its simplicity, demanding minimal setup while being sufficiently precise for practical applications.

Technical Summary

The paper focuses on detecting collisions between an object and its environment utilizing the rendering pipeline, specifically via back-face culling and z-buffer techniques. This approach is distinguished by its minimal implementation complexity, necessitating only the mesh models of the objects involved—without the need for preprocessing or elaborate representation. The method capitalizes on GPU capabilities to compute distance fields, thereby reducing CPU workload and resource consumption.

Key elements include:

  • Simplicity and Precision: The method involves projecting the object and its environment onto the same plane to produce height maps, allowing straightforward intersection checks. Unlike conventional methods, the algorithm requires substantially fewer lines of code, offering a compact and efficient solution.
  • Adaptability: While rooted in simplicity, the method can accommodate variations, including articulated and deformable objects, as long as the constraints on concavity are respected.
  • GPU Utilization: By confining collision detection to the GPU, the scheme eliminates the overhead associated with data transfers from the GPU to the CPU, enhancing performance and efficiency.

Experimental Validation

The paper compares its method with the widely used Flexible Collision Library (FCL), demonstrating competitive timing and resource efficiency. Notably, the presented algorithm surpasses FCL in terms of ease of use and memory efficiency, as it requires only the graphics card's storage capacity for two height maps. The evaluation showcases the algorithm's robustness, particularly in complex environments, encompassing dynamic and tessellated primitives as well as particle systems.

The results indicate an average computation time of approximately 0.0001 seconds per frame, maintaining consistent performance across various settings—both with and without collisions—highlighting the stability of the approach. However, the precision checks reveal sporadic false positives attributed to the chosen projection methodology, suggesting room for optimization regarding directional accuracy.

Implications and Future Prospects

The proposed collision detection method holds significant potential for applications in gaming, simulation, and augmented reality due to its simplicity and efficiency. The absence of reliance on extensive preprocessing or special representations allows for seamless integration, particularly beneficial in scenarios involving dynamically generated or modified graphical content.

Despite its pronounced strengths, the method's effectiveness is contingent upon object convexity, presenting limitations in fully handling concavities. Future research could focus on extending the approach to manage more complex geometries and concave objects, potentially integrating advanced projection algorithms or enhancing the height map comparison process.

The scheme's proficiency in managing VRAM-resident primitives sets a precedent for future developments in real-time graphics processing, particularly within the field of large-scale and complex simulations. As graphics hardware continues to evolve, adapting this method to new architectures could further consolidate its utility and performance.

This paper contributes a viable, practical solution to collision detection challenges in real-time environments, with ample scope for further refinement and adoption across diverse applications.

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