16 International Journal of Creative Interfaces and Computer Graphics, 3(1), 16-27, January-June 2012
Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Keywords: Collision Detection, Computer Science,GPU, Graphics Computing, Image Space,Multitexturing,
Texture Space
INTRODUCTION
Collision detection is a well known problem
in computer graphics, with applications in sev-
eral fields including animation, virtual reality,
video games and simulation. The possibility of
representing volumes and surfaces in the same
scene is a consequence of the current popularity
of graphics hardware supporting 3D texturing.
Virtual surgery, medical planning and volume
edition are only a few examples of applications
requiring the interaction of volumetric datasets
with virtual objects represented commonly by
polygonal meshes.
Currently a virtual surgery room is being
developed at Universidad Central de Venezuela,
with the goal of simulating knee surgeries. This
kind of application requires mixed data because
the bones and muscles are volumetric data from
CT scans, while the surgical instruments are
represented as meshes. This imposes the need
for special collision detection techniques that
can handle the interactions between volumes
and meshes. Besides this, different parts of the
An Image-Space Approach for
Collision Detection Between
Multiple Volumes and a Surface
Rhadamés Carmona, Universidad Central de Venezuela, Venezuela
Héctor Navarro, Universidad Central de Venezuela, Venezuela
ABSTRACT
Collision detection has been studied for scenes containing only polygonal objects (surfaces) or only volumes.
With the evolution of the graphics hardware, surfaces and volumes can be rendered together, demanding new
challenges for the area of collision detection. In this order of ideas, the authors propose the frst approach
for volume-surface collision detection, with GPU support. A mapping from surface space to texture space is
established, such as each mesh fragment has a 3D texture coordinate. The volume-surface collision is tested
in the fragment shader, verifying if a surface fragment is texturized with an opaque voxel. OpenGL® occlusion
query extension is used to count the number of mesh fragments colliding with the volume. Since one surface
can be texturized with multiple volume textures, the authors’approach is naturally extended to discard collision
between one surface and several volumes in a single pass, with a minimum impact in the rendering time. The
authors’ tests reveal that collision between thousands of volume-mesh pairs can be evaluated in one second,
showing that our solution is ideal for real-time applications.
DOI: 10.4018/jcicg.2012010102