jgt 2005; SIGGRAPH 2004 Poster Abstract. We present a method for efficiently generating plausible dents and scratches due to collisions using bump maps instead of mesh deformation. We use a rigid body simulator based on that of Guendelman et al. [2003], with collisions detected by interpenetration using the OPCODE and G3D libraries. When a collision occurs, we make multiple rendering passes to compute the bump map deformation on the GPU. Our method is limited by the dynamic range of the bump maps and will eventually saturate.
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Real-Time Collision Deformations Pawel Wrotek, Alexander Rice, and Morgan McGuire
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This work was awarded 2nd place at the 2004 ACM SIGGRAPH Student Research Competition.
Some images from this project
Journal Article@article{wrotek2004bump, author = {Pawel Wrotek and Alexander Rice and Morgan McGuire}, title = {Real-Time Collision Deformations Using Graphics Hardware}, journal = {Journal of Graphics Tools}, number = {5}, volume = {10}, year = {2005}, url = {http://www.cs.brown.edu/research/graphics/games/BumpDeform/index.html} }ACM Student Research Competition Talk@misc{wrotek2004bumpSRC, author = {Pawel Wrotek and Alexander Rice and Morgan McGuire}, title = {Real-Time Bump Map Deformations}, booktitle = {Talk at the ACM SRC during SIGGRAPH 2004}, day = {11}, month = {August}, year = {2004}, location = {Los Angeles, CA}, url = {http://www.cs.brown.edu/research/graphics/games/BumpDeform/index.html} }SIGGRAPH 2004 Poster@inproceedings{wrotek2004bumpposter, author = {Pawel Wrotek and Alexander Rice and Morgan McGuire}, title = {Real-Time Bump Map Deformations}, booktitle = {Proceedings of the 31st annual conference on Computer graphics and interactive techniques}, year = {2004}, location = {Los Angeles, CA}, url = {http://www.cs.brown.edu/research/graphics/games/BumpDeform/index.html} }