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I am doing High Speed Data Calculation project for a CFD software.For this I have constructed an octree and pupulated it with particles.For collision detection,for each particle ,I have already calculated its neighbouring particles.For this purpose I have first calculated in which octree cube the particle lies and found out all the particles that lie in the neighbouring 26 cubes.This handles particle-particle collision. Now I have a task to handle particle-mesh collision and My mesh is triangle based. For the purpose I need to store the triangle in an octree and for each particle in an octree cube, I have to find out which triangles are lying in the neighbouring 26 cubes.And finding in which octree cube the triangle lies seems a difficult task since a single triangle can lie in more than one cube. so we need to check multiple points along its edges and its face to find out in exacltly which cube it lies. And one can never be sure how many such points along the edge and in the face of the triangle be taken for the purpose of checking since the size of the octree cube and triangle itself can be variable.
So Please help me out in this.what are the standard procedures generally followed for storing a triangle in an octree and finding its location(i.e.in which octree cube it lies)?
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Updated 10-Feb-19 3:37am
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OriginalGriff 24-Nov-13 5:09am
From that? No, probably not.
This is not a good question - we cannot work out from that little what you are trying to do.
Use the "Improve question" widget to edit your question and provide better information.
pramithas dhakal 24-Nov-13 21:47pm
I am doing High Speed Data Calculation project for a CFD software.For this I have constructed an octree and pupulated it with particles.For collision detection,for each particle ,I have already calculated its neighbouring particles.For this purpose I have first calculated in which octree cube the particle lies and found out all the particles that lie in the neighbouring 26 cubes.This handles particle-particle collision. Now I have a task to handle particle-mesh collision and My mesh is triangle based. For the purpose I need to store the triangle in an octree and for each particle in an octree cube, I have to find out which triangles are lying in the neighbouring 26 cubes.And finding in which octree cube the triangle lies seems a difficult task since a single triangle can lie in more than one cube. so we need to check multiple points along its edges and its face to find out in exacltly which cube it lies. And one can never be sure how many such points along the edge and in the face of the triangle be taken for the purpose of checking since the size of the octree cube and tringle itself can be variable.
So Please help me out in this.what are the standard procedures generally followed for storing a triangle in an octree and finding its location(i.e.in which octree cube it lies)?
Sergey Alexandrovich Kryukov 24-Nov-13 12:30pm
If you provide sufficient detail and explain your problems, you may get help, as such problems are relatively simple.
http://whathaveyoutried.com so far?
—SA
pramithas dhakal 24-Nov-13 21:47pm
I am doing High Speed Data Calculation project for a CFD software.For this I have constructed an octree and pupulated it with particles.For collision detection,for each particle ,I have already calculated its neighbouring particles.For this purpose I have first calculated in which octree cube the particle lies and found out all the particles that lie in the neighbouring 26 cubes.This handles particle-particle collision. Now I have a task to handle particle-mesh collision and My mesh is triangle based. For the purpose I need to store the triangle in an octree and for each particle in an octree cube, I have to find out which triangles are lying in the neighbouring 26 cubes.And finding in which octree cube the triangle lies seems a difficult task since a single triangle can lie in more than one cube. so we need to check multiple points along its edges and its face to find out in exacltly which cube it lies. And one can never be sure how many such points along the edge and in the face of the triangle be taken for the purpose of checking since the size of the octree cube and tringle itself can be variable.
So Please help me out in this.what are the standard procedures generally followed for storing a triangle in an octree and finding its location(i.e.in which octree cube it lies)?
Stefan_Lang 25-Nov-13 6:36am
You mention collision detection, implying moving objects. There's no point in storing moving objects in an octree, since the calculations necessary for that would have to be repeated incessantly!

Therefore your question doesn't make sense: either the points are moving and storing them in an octree was an error from the start, or the mesh is moving, in which case storing that in an octree is impractical.

## Solution 1

Why are you using both a uniform grid (I understand this from your "26 neighbor ..") and an octree at the same for same task (collision detection)?

You could have a broad octree for broadphase collisions (particle - mesh). Then in each broad octree node that is filled, have a sub-octree to hold its triangles (particle - triangle).

First check if collision is made with "mesh object" and if it collides, then check which triangle is that by the sub octree.

Since number of mesh << number of triangles, the first octree would be small enough to be able to re-build at each frame. Then in each sub-octree, you can simply "transform" the coordinates instead of re-building it. Did mesh rotate? Then rotate octree, don't rebuild it. I assumed meshes are static. For static meshes, also you can cache index arrays to access nodes at 1 step instead of log2(n) steps. If meshes are dynamic(and also particles are dynamic I assume), then have a look at "loose octree". These have above normal volumes per node hence it needs less frequent updates.