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9/6/06 1 Collision Detection of Point Clouds Gabriel Zachmann Clausthal University, Germany [email protected] EG ’06, Sep 2006, Vienna, Austria Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion Renaissance of points as object representation because of 3D scanners Goal: Fast collision detection between 2 given point clouds No polygonal reconstruction Motivation

Collision Detection of Point Clouds - Universität Bremenzach/talks/eg06_tutorial_pointclouds.pdf · Collision Detection of Point Clouds Gabriel Zachmann Clausthal University, Germany

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9/6/06

1

Collision Detection ofPoint Clouds

Gabriel ZachmannClausthal University, [email protected]

EG ’06, Sep 2006, Vienna, Austria

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Renaissance of points as object representation because of 3Dscanners

Goal:

Fast collision detection between 2 given point clouds

No polygonal reconstruction

Motivation

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Contents

1. De!nition of surfaces over point clouds (PCs)

2. Hierarchical PC collision detection

3. Intersection detection at leaf level (stochastic)

4. Kinetization of BVHs (PC hierarchies)

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Idea: assume "distance function" f from surface,then surface S is

"Distance" function f :

De!nition of the surface

Surface def.

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

De!nition of n by Weighted LeastSquares:

Weighting function (kernel):

Surface def.

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Cause and solution:

Which neighborhood graph?→ k-SIG (sphere-of-in"uence graph)

proximity graph

Surface def.

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Result

Surface def.

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Point Cloud Hierarchy

Build BVH according to somelocal criterion (.e.g., volume ofchild BVs)

Construct subsampling andsphere covering at inner nodes

→Ef!cient storage

Hierarchical coll.det.

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Observation: surface stays (usually) within set of convex hulls Ci

Randomised technique:

Basic operation: construct random point inside

Draw set of samples from orig. point set for sphere centeres

Compute common radius like Monte-Carlo integration

Sphere covering

Hierarchical coll.det.

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

P

P'

r(P')

SP

Automatic bandwidth detection

Which bandwith h in kernel ?

Too small → noisy surface

Too large → no details

Introduce "Sampling Radius" of a point cloud:Given point cloud P in BV A, P' ⊆ P.Sampling radius r(P') := smallest radius,so that spheres about P' with this radius coversurface SP, de!ned by P, within A.

Hierarchical coll.det.

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Compute bandwidth h from r(P ):

η = sampling-independent bandwith,Θε = small threshold (e.g., machine precision)r(P) = sampling radius of (sub-) point cloud

Estimate r(P') :

Hierarchical coll.det.

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Result

time

/ m

illis

ec

distance

Hierarchical coll.det.

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Coll.Det. of PCs using Stochastic Sampling

Given two point clouds A and B (or subsets thereof), constructa sampling of

Overall method:

A,B(pi,pj) ∈ A

on different sides of B

Approx.intersection

points

Refinedintersection

point

Stochastic intersection

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

A

B

Algorithm Overview

1. Bracket intersections by pairs of points

2. Find approximate intersection point (AIP) by interpolation search

3. Re!ne AIP by (randomized) sampling

Stochastic intersection

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

1. Root Bracketing

Goal: The pairs should evenly sample the surface A

The two points should not be too far apart

Do it without explicit spatial data structure

a) First step: draw number of points(to be one side of the root brackets)

Thought experiment: Assume surface is covered by p surfels.

Draw enough points from PC A so thateach surfel is hit by at least one point

b) Second step: for each point, try to !nd anotherpoint from A lying on the "other" side of B(completing the brackets)

Stochastic intersection

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

a) drawing the points

Avoid spatial data structure (e.g., grid)

Pursue probabilistic approach: occupy all p surfels with highprobability

Assumption: PC A is uniformly sampled

Lemma [WSCG'05] →draw random and independent pointsfrom ,then each surfel is hit by probability

Depending on app: choose p constant or adapt p to samplingdensity

Stochastic intersection

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

b) completing the brackets

Use as an indicator

Test only points pj that

belong to the randomly chosen points

are close to each other

→ Only very few points pj need to be tested

Solution: neighborhood graph(e.g., Sphere-of-In"uence graph)

Complexity of !nding brackets:

where d = max. out-degree

Stochastic intersection

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

CalculatingfB(…) …

CalculatingfB(…) …

CalculatingfB(…) …Calculating

fB(…) …CalculatingfB(…) …

AB

2. Interpolation Search

Find along shortest path in the geometricproximity graph, such that is minimal.

Utilize interpolation search → O ( log log m), m = # pts on path

pi

pj

Stochastic intersection

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

3. Precise Intersection Points

Intercept Theorem (assuming surface is not curved):

True intersection point is in sphere S(x,r), with

Sample sphere by points on regular grid

Stochastic intersection

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Results

28,000 points

Benchmarking old vs. new method

0

5

10

15

20

25

0 0,5 1 1,5 2 2,5 3

R S T (old)

iS earch (new)

distance (relatve to bbox size)

time

/ m

sec

Stochastic intersection

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Theoretical complexity:

Assumptions: f(x) monotone along paths ; and,evenly sampled point cloud.

Experimental complexity:

0

0,5

1

1,5

2

2,5

avg

.ti

me

/m

sec

.

buddha

aphrod ite

8,000 20,000 32,000 44,000 56,000 68,000

number of points per object

Stochastic intersection

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Conclusion of Stochastic Point Cloud CD

Technique:

utilizes a proximity graph for collision detection and surface de!nition

needs no BV hierarchies and no spatial partitioning data structure

any BV hierarchy can be augmented by this technique to increaseperformance

Runtime:

fast (approximate) collision detection

overall runtime: O(log log N) in average case

Quality/resolution of output (intersection points) can be adjusted (→ "surfel" radius)

Stochastic intersection

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Conclusions on Stochastic Approach

Cannot be proven error-free

Good for plausible & fast simulations

Interesting alternative to BVHs in speci!c cases

Can often be combined with BVHs

Naturally yield time-critical collision detection

Stochastic intersection

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Kinetic AABB Trees

Not just for collision detection (ray-tracing, occlusion culling,collision detection)

Pre-processed hierarchy becomes invalid when object deforms

→ BVH must be rebuilt or updated after deformations

Cou

rtes

y G

RIS,

Tüb

inge

n

Kinetization

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Brute Force Updates

Kinetization

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Our Approach

Observation:

Motion in the physical world is normally continuous

Changes in the combinatorial structure of the BVHs occur only atdiscrete time points

We store only the combinatorial structure of the BVH and use anevent-based approach for updating (kinetization)

Kinetization

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Kinetic Updates

Kinetization

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Kinetic AABB Tree

Kinetization of the AABB tree

Pre-processing: Build the tree by any algorithm suitable for staticAABB trees

It is only required that the height of the BVH is logarithmic

With every node, store the indices of those points that determinethe BV

Initialize the event queue

Kinetization

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Animation Loop

while animation runs

determine time t of next rendering

e ← min event in event queue

while e.timestamp < t

processEvent(e)

e ← min event in event queue

check for collisions (or cast ray, or …)

render scene

Kinetization

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Advantages

Fewer update operations

Valid BVHs at every point in time

Independent of query sampling frequency

Can handle all kinds of object representations

Polygon soups, point clouds, and NURBS models

Can handle insertions/deletions during run-time

Can handle all kinds of deformations

Only a "ightplan is required for every vertex

These "ightplans may change during animation

Kinetization

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Analysis

Theorem 1:Let n = number of vertices.The kinetic AABB tree requires only O(n) space. Each vertexparticipates in only O(log n) events. The kinetic AABB tree canbe updated in only O(log n) time when an event occurs.Finally, it is a valid BVH at every point of time.

Theorem 2:Given n vertices, we assume that the number of intersectionsfor each pair of vertex "ightplans is bounded by a constant.Then, the total number of events is in O(n log n), i.e., it isindependent of the number of queries (within the given"ightplan duration).

Kinetization

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Results

Total number of BV updates for complete animation sequence(note logarithmic scale):

Kinetization

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Average update time per frame:

Kinetization

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Total time incl. collision detection time:

Kinetization

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

References

Jan Klein and Gabriel Zachmann, “ADB-Trees: Controlling the Error of Time-Critical CollisionDetection”, Proc. VMV ’03

Jan Klein and Gabriel Zachmann, “Time Critical Collision Detection Using an Average CaseApproach”, Proc. VRST ’03

M.C. Lin and J.F. Canny “Ef!cient Collision Detection for Animation”, Eurographics Workshopon Animation and Simulation ’92

Stephane Guy and Gilles Debunne, “Monte Carlo Collision Detection”, INRIA TechnicalReport RR-5136, 2004

Laks Raghupathi et al. “Real-time Collisions and Self-Collisions for Virtual IntestinalSurgery”, Surgical Simulation and Soft Tissue Modeling, pp.38-46, Springer, 2003

Laks Raghupathi et al. “An Intestinal Surgery Simulator: Real-Time Collision Processing andVisualization”, IEEE TVCG, Vol. 10, No. 6,

Stefan Kimmerle, Matthieu Nesme and Francois Faure, “Hierarchy Accelerated StochasticCollision Detection”, Proc. VMV ‘04

Jan Klein and Gabriel Zachmann: "The Expected Running Time of Hierarchical CollisionDetection", SIGGRAPH 2005, Poster

Jan Klein and Gabriel Zachmann: "Interpolation Search for Point Cloud Intersection", Proc.of WSCG 2005

Conclusion

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Jan Klein and Gabriel Zachmann: "Nice and Fast Implicit Surfaces over Noisy Point Clouds",SIGGRAPH 2004, Sketches and Applications

Adams & Dutre: "Interactive boolean operations on surfel bounded solids", 2003

Hubbard: "Approximating Polyhedra with Spheres for Time-Critical Collision Detection",1996

Dingliana, O‘Sullivan: "Graceful Degradation of Collision Handling in Physically BasedAnimation", 2000

Adamson & Alexa: "Approximating and Intersecting Surfaces from Points", 2003

Jan Klein and Gabriel Zachmann: "Point Cloud Collision Detection", Proc. EUROGRAPHICS2004

Otaduy & Lin: "Sensation Preserving Simpli!cation for Haptic Rendering", 2003

Otaduy & Lin:"CLODs: Dual Hierarchies for Multiresolution Collision Detection", Symp. onGeometry Processing (2003)

Weller, Zachmann: "Kinetic Bounding Volume Hierarchies for Deformable Objects", VRCIA(2006)

Conclusion

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Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

Wrap-Up

Rigid bodies Stephane Redon

Deformable objectsMatthias Teschner

ClothPascal Volino

Point CloudsGabriel Zachmann

FluidsRobert Bridson

HairMarie-Paule Cani

Conclusion

Surface def. Hierarchical coll.det. Stochastic intersection Kinetization Conclusion

The End

Conclusion