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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