TY - GEN
T1 - Clustering and collision detection for clustered shape matching
AU - Jones, Ben
AU - Martin, April
AU - Levine, Joshua A.
AU - Shinar, Tamar
AU - Bargteil, Adam W.
N1 - Funding Information:
The authors wish to thank the anonymous reviewers for their time and helpful comments. We also thank Parasaran Raman and Suresh Venkatasubramanian Suresh for sharing their knowledge of clustering algorithms. This work was supported in part by National Science Foundation awards IIS-1314896, IIS-1314757, and IIS-1314813
Publisher Copyright:
© 2015 ACM.
PY - 2015/11/16
Y1 - 2015/11/16
N2 - In this paper, we address clustering and collision detection in the clustered shape matching simulation framework for deformable bodies. Our clustering algorithm is "fuzzy," meaning that it gives particles weighted membership in clusters. These weights are a significant extension to the basic clustered shape matching framework as they are used to divide particle mass among the clusters. We explore several weighting schemes and demonstrate that the choice of weighting scheme gives artists additional control over material behavior. Furthermore, by design our clustering algorithm yields spherical clusters, which not only results in sparse weight vectors, but also exceptionally efficient collision geometry. We further enhance this simple collision proxy by intersecting with half-spaces to allow for even better, yet still simple and computationally efficient, collision proxies. The resulting approach is fast, versatile, and simple to implement.
AB - In this paper, we address clustering and collision detection in the clustered shape matching simulation framework for deformable bodies. Our clustering algorithm is "fuzzy," meaning that it gives particles weighted membership in clusters. These weights are a significant extension to the basic clustered shape matching framework as they are used to divide particle mass among the clusters. We explore several weighting schemes and demonstrate that the choice of weighting scheme gives artists additional control over material behavior. Furthermore, by design our clustering algorithm yields spherical clusters, which not only results in sparse weight vectors, but also exceptionally efficient collision geometry. We further enhance this simple collision proxy by intersecting with half-spaces to allow for even better, yet still simple and computationally efficient, collision proxies. The resulting approach is fast, versatile, and simple to implement.
KW - Clustering
KW - Collisions
KW - Shape matching
UR - http://www.scopus.com/inward/record.url?scp=84964334612&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84964334612&partnerID=8YFLogxK
U2 - 10.1145/2822013.2822045
DO - 10.1145/2822013.2822045
M3 - Conference contribution
AN - SCOPUS:84964334612
T3 - Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, MIG 2015
SP - 199
EP - 204
BT - Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, MIG 2015
PB - Association for Computing Machinery, Inc
T2 - 8th ACM SIGGRAPH Conference on Motion in Games, MIG 2015
Y2 - 16 November 2015 through 18 November 2015
ER -