A Unified Discrete Collision Framework for Triangle Primitives

Abstract We present a unified, primitive‐first framework with DCD for collision response in physics‐based simulations. Previous methods do not provide sufficient solutions on a framework that resolves edge‐triangle and edge‐edge collisions when handling self‐collisions and inter‐object collisions in a unified manner. We define a scalar function and its gradient, representing the distance between two triangles and the movement direction for collision response, respectively. The resulting method offers an effective solution for collisions with minor computational overhead and robustness for any type of deformable object, such as solids or cloth. The algorithm is conceptually simple and easy to implement. When using PBD/XPBD, it is straightforward to incorporate our method into a collision constraint.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-14
DOI
https://doi.org/10.1111/cgf.70029
Primary Topic
Robotic Path Planning Algorithms
Type
article
Field-Weighted Citation Impact
0.00

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article

A Unified Discrete Collision Framework for Triangle Primitives

Tomoyo Kikuchi, Takashi Kanai
Computer Graphics Forum
Robotic Path Planning Algorithms
article

A Unified Discrete Collision Framework for Triangle Primitives

Tomoyo Kikuchi, Takashi Kanai
article en

Abstract

Abstract We present a unified, primitive‐first framework with DCD for collision response in physics‐based simulations. Previous methods do not provide sufficient solutions on a framework that resolves edge‐triangle and edge‐edge collisions when handling self‐collisions and inter‐object collisions in a unified manner. We define a scalar function and its gradient, representing the distance between two triangles and the movement direction for collision response, respectively. The resulting method offers an effective solution for collisions with minor computational overhead and robustness for any type of deformable object, such as solids or cloth. The algorithm is conceptually simple and easy to implement. When using PBD/XPBD, it is straightforward to incorporate our method into a collision constraint.

Computer Graphics ForumVol. 44(2)
The University of Tokyo (JP)
Japan Science and Technology Corporation, Japan Society for the Promotion of Science
Openalex Percentile: Top 94%
Robotic Path Planning Algorithms
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