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Fast collision detection using the A-buffer

Authors
Jang, HanyoungHan, JungHyun
Issue Date
Jul-2008
Publisher
SPRINGER
Keywords
real-time collision detection; A-buffer; deformable object
Citation
VISUAL COMPUTER, v.24, no.7-9, pp.659 - 667
Indexed
SCIE
SCOPUS
Journal Title
VISUAL COMPUTER
Volume
24
Number
7-9
Start Page
659
End Page
667
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/123338
DOI
10.1007/s00371-008-0246-8
ISSN
0178-2789
Abstract
This paper presents a novel and fast image-space collision detection algorithm with the A-buffer, where the GPU computes the potentially colliding sets (PCSs), and the CPU performs the standard triangle intersection test. When the bounding boxes of two objects intersect, the intersection is passed to the GPU. The object surfaces in the intersection are rendered into the A-buffer. Rendering into the A-buffer is up to eight-times faster than the ordinary approaches. Then, PCSs are computed by comparing the depth values of each texel of the A-buffer. A PCS consists of only two triangles. The PCSs are read back to the CPU, and the CPU computes the intersection points between the triangles. The proposed algorithm runs extremely fast, does not require any preprocessing, can handle dynamic objects including deformable and fracturing models, and can compute self-collisions. Such versatility and performance gain of the proposed algorithm prove its usefulness in real-time applications such as 3D games.
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