Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations

Course Information:
Monday, 26 July, 2010 | 2:00 PM - 5:15 PM | Room 502 A
Organizer: Sung-eui Yoon and Dinesh Manocha
Speakers: Erwin Coumans, Young J. Kim, Dinesh Manocha, Richard Tonge, Sung-eui Yoon
Slides are most up-to-date and are from EG tutorial talks, 2012.

  • 2:00pm: Course Introduction (Yoon, 10 min)
  • 2:10pm: Introduction to Collision and Proximity Queries (Manocha, 20 min)
  • 2:30pm: Real-time Continuous Collision Detection and Penetration Depth Computation for Rigid and Articulated Characters (Young J. Kim, 30 min)
  • 3:00pm: Collision detection for deformable and fracturing models (Yoon, 30 min) (Updated with EG 40 min. talk slide)

    3:30pm: Break

  • 3:45pm: GPU-based collision detection and proximity computations (Manocha, 30 min)
  • 4:15pm: Bullet and proximity queries (Coumans, 30 min) (Updated with EG talk slide)
  • 4:45pm: PhyX and proximity queries (Richard Tonge, 30 min)

    5:15pm: Close
  • Takahiro Harada's EG talk slide
  • Stephen Frye's EG talk slide
  • Useful links
  • OpenCCD: Continuous Collision Detection API
  • Self-CCD: Continuous Collision Detection for Deforming Objects
  • FAST: CCD for 2-manifold models
  • C2A: CCD for polygon-soup models
  • CATCH: CCD for articulated models
  • Bullet Physics Engine