Particle-based self collision detection for deformable objects using graphics hardware[J]. Journal of Image and Graphics, 2011, 16(3): 454-461. DOI: 10.11834/jig.20110301.
Self collision detection is the most time consuming process in deformable object simulation. In this paper
a novel algorithm is presented for performing self collision using graphics hardware. Each particle
rather than the traditional triangle
is taken as a primitive. The particle-centered local regions are bounded with a sphere
where the AABB is then enclosed. After initial culling
the AABBs of potentially colliding particles are organized in textures and sent to GPU. A linear time two-pass rendering procedure is proposed to compute the set of colliding pairs and the colliding time of each pair. Experimental results demonstrate this algorithm handles self collision at interactive rates in the context of cloth simulation.