International audienceParticle systems are important building block for simulating vivid and detail-rich effects in virtual world. One of the most difficult aspects of particle systems has been detecting collisions between particlesand mesh surface. Due to the huge computation, a variety of proxy-based approaches have been proposed recently to perform visually correct simulation. However, all either limit the complexity of the scene, fail toguarantee non-penetration, or are too slow for real-time use with many particles. In this paper, we propose anew octree-based proxy for colliding particles with meshes on the GPU. Our approach works by subdividingthe scene mesh with an octree in which each leaf node associates with a representative norma...
International audienceThis paper presents a new approach to collision detection and modeling between...
In this paper two improvements to speed up collision detection are described. Firstly, a method call...
Collision detection in physics engines often use primitives such as spheres and boxes since collisio...
International audienceParticle systems are important building block for simulating vivid and detail-...
In spatial subdivision-based collision detection methods on GPUs, uniform subdivision works well for...
National audienceWe propose a method to perform collision detection with cloths with ray-tracing at ...
Context. Collision is a basic necessity in most simulated environments, especially video games, whic...
Background. Real-time applications like video games use particle systems for special effects to add ...
We present an algorithm for collision detection between multiple deformable objects translating in a...
Collision detection is an essential task for physical simulation of virtual environments. Nowadays, ...
International audienceWe propose a method to perform collision detection with cloths with ray-tracin...
International audienceThis paper presents a novel and efficient GPU-based parallel algorithm to cull...
The aim of this doctoral thesis is to present a body of work aimed at improving performance and deve...
Fire, explosions, and other special effects are often created with particle systems. In real-time ap...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
International audienceThis paper presents a new approach to collision detection and modeling between...
In this paper two improvements to speed up collision detection are described. Firstly, a method call...
Collision detection in physics engines often use primitives such as spheres and boxes since collisio...
International audienceParticle systems are important building block for simulating vivid and detail-...
In spatial subdivision-based collision detection methods on GPUs, uniform subdivision works well for...
National audienceWe propose a method to perform collision detection with cloths with ray-tracing at ...
Context. Collision is a basic necessity in most simulated environments, especially video games, whic...
Background. Real-time applications like video games use particle systems for special effects to add ...
We present an algorithm for collision detection between multiple deformable objects translating in a...
Collision detection is an essential task for physical simulation of virtual environments. Nowadays, ...
International audienceWe propose a method to perform collision detection with cloths with ray-tracin...
International audienceThis paper presents a novel and efficient GPU-based parallel algorithm to cull...
The aim of this doctoral thesis is to present a body of work aimed at improving performance and deve...
Fire, explosions, and other special effects are often created with particle systems. In real-time ap...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
International audienceThis paper presents a new approach to collision detection and modeling between...
In this paper two improvements to speed up collision detection are described. Firstly, a method call...
Collision detection in physics engines often use primitives such as spheres and boxes since collisio...