COLLISION DETECTION FOR CLOTH SIMULATION USING BOUNDING SPHERE HIERARCHY

Authors

  • Abdullah Bade School of Science & Technology, University Malaysia Sabah, Kota Kinabalu Sabah, Malaysia
  • Ching Sue Ping School of Science & Technology, University Malaysia Sabah, Kota Kinabalu Sabah, Malaysia
  • Siti Hasnah Tanalol School of Science & Technology, University Malaysia Sabah, Kota Kinabalu Sabah, Malaysia

DOI:

https://doi.org/10.11113/jt.v75.4968

Keywords:

Component, collision detection, bounding sphere hierarchy, quad tree, cloth

Abstract

For the past 2-decades, the challenges of collision detection on cloth simulation have attracted numerous researchers.  Simple mass spring model is used to model the cloth where the movement of the particles within the cloth was controlled by applying the Newton’s second law. After the modeling stage, implementation of the collision detection algorithm took place on cloth has been done. The collision detection technique used is bounding sphere hierarchy. Then, quad tree is being used to partitioning the bounding sphere and the collision search was based on the top-down approach. A prototype of the collision detection system is developed on cloth simulation and several experiments were conducted. Time taken for this system to be executed is around 235.258 milliseconds. Then the frame rate is at the average of 22 frames per second which is close to the real time system. Times taken for the collision detection system travels from root to nodes were 23 seconds. As a conclusion, the computational cost for bounding sphere hierarchy is much higher because the bounding sphere required more vertices for generation process, however the execution time for bounding sphere hierarchy is faster than the AABB hierarchy.  

References

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Teschner, M. E., S. Kimmerle, B. Heidelberger, G. Zachmann, L. Raghupathi, A. Fuhrmann, M. P. Cani, F. Faure, N. Magnenat-Thalmann, W. Strasser and P. Volino. 2004. Collision Detection for Deformable Objects. In Proceedings of Eurographics 2004, State-of-the-Art Report. 119-135.

Andersen, K. A. and C. Bay. 2006. A Survey of Algorithms for Construction of Optimal Heterogeneous Bounding Volume Hierarchies. [Online]. From: http://image.diku.dk/projects/media/christian.bay.kasper.andersen.06B.pdf. [Accessed on 27 June 2013].

Simnett, T. 2012. Real-Time Simulation and Visualisation of Cloth using Edge-based Adaptive Meshes. University of East Anglia.

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Published

2015-07-13

Issue

Section

Science and Engineering

How to Cite

COLLISION DETECTION FOR CLOTH SIMULATION USING BOUNDING SPHERE HIERARCHY. (2015). Jurnal Teknologi, 75(2). https://doi.org/10.11113/jt.v75.4968