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Dive into the research topics where Min Tang is active.

Publication


Featured researches published by Min Tang.


IEEE Transactions on Visualization and Computer Graphics | 2009

ICCD: Interactive Continuous Collision Detection between Deformable Models Using Connectivity-Based Culling

Min Tang; Sean Curtis; Sung-Eui Yoon; Dinesh Manocha

We present an interactive algorithm for continuous collision detection between deformable models. We introduce multiple techniques to improve the culling efficiency and the overall performance of continuous collision detection. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh as part of self-collision tests. Second, we introduce the concept of procedural representative triangles to remove all redundant elementary tests between nonadjacent triangles. Finally, we exploit the mesh connectivity and introduce the concept of orphan sets to eliminate redundant elementary tests between adjacent triangle primitives. In practice, we can reduce the number of elementary tests by two orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior collision detection algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations, and breaking objects.


ACM Transactions on Graphics | 2014

Interactive generalized penetration depth computation for rigid and articulated models using object norm

Min Tang; Young J. Kim

We present a novel, real-time algorithm to accurately approximate the generalized penetration depth (<i>PD</i><sub><i>g</i></sub>) between two overlapping rigid or articulated models. Given the high complexity of computing <i>PD</i><sub><i>g</i></sub>, our algorithm approximates <i>PD</i><sub><i>g</i></sub> based on iterative, constrained optimization on the contact space, defined by the overlapping objects. The main ingredient of our algorithm is a novel and general formulation of distance metric, the <i>object norm</i>, in a configuration space for articulated models, and a compact closed-form solution for it. Then, we perform constrained optimization, by linearizing the contact constraint, and minimizing the object norm under such a constraint. In practice, our algorithm can compute locally optimal <i>PD</i><sub><i>g</i></sub> for rigid or articulated models consisting of tens of thousands of triangles in tens of milliseconds. We also suggest three applications using <i>PD</i><sub><i>g</i></sub> computation: retraction-based motion planning, physically-based animation, and data-driven grasping.


interactive 3d graphics and games | 2011

Collision-streams: fast GPU-based collision detection for deformable models

Min Tang; Dinesh Manocha; Jiang Lin; Ruofeng Tong

We present a fast GPU-based streaming algorithm to perform collision queries between deformable models. Our approach is based on hierarchical culling and reduces the computation to generating different streams. We present a novel stream registration method to compact the streams and efficiently compute the potentially colliding pairs of primitives. We also use a deferred front tracking method to lower the memory overhead. The overall algorithm has been implemented on different GPUs and we have evaluated its performance on non-rigid and deformable simulations. We highlight our speedups over prior CPU-based and GPU-based algorithms. In practice, our algorithm can perform inter-object and intra-object computations on models composed of hundreds of thousands of triangles in tens of milliseconds.


Computer Graphics Forum | 2002

A Solid Model Based Virtual Hairy Brush

Songhua Xu; Min Tang; Francis C. M. Lau; Yunhe Pan

We present the detailed modeling of the hairy brush used typically in Chinese calligraphy. The complex model, which includes also a model for the ink and the paper, covers the various stages of the brush going through a calligraphy process. The model relies on the concept of writing primitives, which are the smallest units of hair clusters, to reduce the load on the simulation. Each such primitive is constructed through the general sweeping operation in CAD and described by a NURBS surface. The writing primitives dynamically adjust themselves during the virtual writing process, leaving an imprint on the virtual paper as they move. The behavior of the brush is an aggregation of the behavior of all the writing primitives. A software system based on the model has been built and tested. Samples of imitation artwork from using the system were obtained and found to be nearly indistinguishable from the real artwork.


interactive 3d graphics and games | 2010

Fast continuous collision detection using deforming non-penetration filters

Min Tang; Dinesh Manocha; Ruofeng Tong

We present a novel culling algorithm that uses deforming non-penetration filters to improve the performance of continuous collision detection (CCD) algorithms. The underlying idea is to use a simple and effective filter that reduces both the number of false positives and the elementary tests between the primitives. This filter is derived from the coplanarity condition and can be easily combined with other methods used to accelerate CCD. We have implemented the algorithm and tested its performance on many non-rigid simulations. In practice, we can reduce the number of false positives significantly and improve the overall performance of CCD algorithms by 1.5--8.2x.


international conference on computer graphics and interactive techniques | 2009

Interactive Hausdorff distance computation for general polygonal models

Min Tang; Minkyoung Lee; Young J. Kim

We present a simple algorithm to compute the Hausdorff distance between complicated, polygonal models at interactive rates. The algorithm requires no assumptions about the underlying topology and geometry. To avoid the high computational and implementation complexity of exact Hausdorff distance calculation, we approximate the Hausdorff distance within a user-specified error bound. The main ingredient of our approximation algorithm is a novel polygon subdivision scheme, called Voronoi subdivision, combined with culling between the models based on bounding volume hierarchy (BVH). This cross-culling method relies on tight yet simple computation of bounds on the Hausdorff distance, and it discards unnecessary polygon pairs from each of the input models alternatively based on the distance bounds. This algorithm can approximate the Hausdorff distance between polygonal models consisting of tens of thousands triangles with a small error bound in real-time, and outperforms the existing algorithm by more than an order of magnitude. We apply our Hausdorff distance algorithm to the measurement of shape similarity, and the computation of penetration depth for physically-based animation. In particular, the penetration depth computation using Hausdorff distance runs at highly interactive rates for complicated dynamics scene.


solid and physical modeling | 2008

Interactive continuous collision detection between deformable models using connectivity-based culling

Min Tang; Sean Curtis; Sung-Eui Yoon; Dinesh Manocha

We present an interactive algorithm for continuous collision detection between deformable models. We introduce multiple techniques to improve the culling efficiency and the overall performance of continuous collision detection. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh as part of self-collision tests. Second, we introduce the concept of ldquoprocedural representative trianglesrdquo to remove all redundant elementary tests between nonadjacent triangles. Finally, we exploit the mesh connectivity and introduce the concept of ldquoorphan setsrdquo to eliminate redundant elementary tests between adjacent triangle primitives. In practice, we can reduce the number of elementary tests by two orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior collision detection algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations, and breaking objects.


international conference on robotics and automation | 2009

C 2 A: Controlled conservative advancement for continuous collision detection of polygonal models

Min Tang; Young J. Kim; Dinesh Manocha

We present a simple and fast algorithm to perform continuous collision detection between polygonal models undergoing rigid motion for interactive applications. Our approach can handle all triangulated models and makes no assumption about the underlying geometry and topology. The algorithm uses the notion of conservative advancement (CA), originally developed for convex polytopes [1], [2]. We extend this formulation to general models using swept sphere volume hierarchy and present a compact formulation to compute the motion bounds along with a novel controlling scheme. We have implemented the algorithm and highlight its performance on various benchmarks. In practice, our algorithm can perform continuous collision queries in few milli-seconds on models composed of tens of thousands of triangles.


ACM Transactions on Graphics | 2011

VolCCD: Fast continuous collision culling between deforming volume meshes

Min Tang; Dinesh Manocha; Sung-Eui Yoon; Peng Du; Jae Pil Heo; Ruofeng Tong

We present a novel culling algorithm to perform fast and robust continuous collision detection between deforming volume meshes. This includes a continuous separating axis test that can conservatively check whether two volume meshes overlap during a given time interval. In addition, we present efficient methods to eliminate redundant elementary tests between the features (e.g., vertices, edges, and faces) of volume elements (e.g., tetrahedra, hexahedra, triangular prisms, etc.). Our approach is applicable to various deforming meshes, including those with changing topologies, and efficiently computes the first time of contact. We are able to perform inter-object and intra-object collision queries in models represented with tens of thousands of volume elements at interactive rates on a single CPU core. Moreover, we observe more than an order of magnitude performance improvement over prior methods.


solid and physical modeling | 2009

Multi-core collision detection between deformable models

Min Tang; Dinesh Manocha; Ruofeng Tong

We present a new parallel algorithm for interactive and continuous collision detection between deformable models. Our algorithm performs incremental hierarchical computations between successive frames and parallelizes the computation among multiple cores on current CPUs. The main computations include front building and updating and performing the elementary tests between the triangle primitives. The overall algorithm can perform inter- and intra-object collisions at interactive rates on current commodity processors on models with many tens of thousands of triangles. In practice, the performance of our algorithm almost scales linearly with the number of cores.

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Dinesh Manocha

University of North Carolina at Chapel Hill

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Peng Du

Hangzhou Dianzi University

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