Biography
My name is Xiaohui Bie. I am a second year graduate student of Institute of Software, Chinese Academy of Sciences (ISCAS). My major is Computer Graphics and my research focuses on physics-based simulation. I have been researching on collision detection for nearly two years and obtain a strong understanding in this area. I am familiar with many good physics libraries such as opcode, bullet and solid. My experience in C/C++ is almost 5 years and I’m proficiency in OpenGL coding. I have led some projects, such as Manufacturing production management software MRP, Project Management software MRP. I hope this chance can lead me to Crystal Space world and I’m eager to contribute. Project/ideas Crystal Space uses two different systems to cope with collision and dynamics respectively, which may bring developers especially the recruits some unconvenience , I was once a recruit, so I especially know how necessary an unified collision and dynamics system is. I think some modern physics libraries are worthy of study, such as bullet, which allows us to do only collisions detection without the dynamics. To unify the two into one set, we can build two interface like the bullet, one is collisionworld and the other is dynamicsworld. Dynamicsworld inherits from collisionworld. The collisionWorld is the interface for the collision detection., while the dynamicsworld is the interface for several dynamics implementation. If we only need collision detection, just like the bullet collisionintefacedemo does, use the collisionworld is enough. Because collisionworld is above dynamicsworld, if you want to build a dynamic world, collisonworld is also needed to be include. Further more, because I have been studied in this area for a long time, I like to share my experiences with others, so I would like to introduce something new to the collision detection of Crystal Space, such as the collision detection of deformed objects, although it may be involved in some libraries, for the self-collision, they are also blank there. But self-collision occurs very frequently in our animation scenes, such as cloth simulation, which inevitably involves self-collisions. In fact, there are great progress in this area recently, such as【Volino et al 06】,【Sud et al 06】,【Govindaraju et al 05】. Any one of them can attain a good result. Since the BVHs refit algorithm for deformed objects is very mature and fast, so all we need to do is the introduction of Chromatic Decomposition method in【Govindaraju et al 05】 or Discrete Voronoi Diagrams method in 【Sud et al 06】. References 【1】N. Govindaraju, D. Knott, N. Jain, I. Kabul, R. Tamstorf, R. Gayle,M. Lin, and D. Manocha, “Interactive collision detection between deformable models using chromatic decomposition,” ACM Trans.Graph. (SIGGRAPH Proc.), vol. 24, no. 3, pp. 991�C999, 2005. 【2】A. Sud, N. Govindaraju, R. Gayle, I. Kabul, and D. Manocha, “Fast proximity computation among deformable models using discrete Voronoi diagrams,” ACM Trans. Graph. (SIGGRAPH Proc.), vol. 25,no. 3, pp. 1144�C1153, 2006. 【3】P. Volino and N. Magnenat-Thalmann, “Resolving surface collisions through intersection contour minimization,” ACM Trans.Graph. (SIGGRAPH Proc.), vol. 25, no. 3, pp. 1154�C1159, 2006. 【4】physics simulation forum http://www.bulletphysics.com 2009-03-27 YOURS SINCERELY, Xiaohui Bie CG Group, State Key Laboratory of Computer Science, Institute of Software,Chinese Academy of Sciences(ISCAS) Tel: (+86)15901521335 Email: [email protected]
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