I am trying to design a program for mesh to mesh collision detection and response for clothing simulation.
Mesh A is an avatar with polycount of around 2k.
Mesh B is a triangle mesh representing a piece of clothing with around 6k triangles.
My avatar mesh is deformed using linear blender skinning and wont be influenced by the clothing mesh.
I have some questions regarding this scenario:
1) Is an AABB tree well suited to this problem?
2) If I detect only cloth triangle collisions against the AABB tree for the avatar then
what is the best way to update the AABB tree for the avatar every timestep?
3) Is it even necessary to update? Could I just rebuild the AABB tree every frame for the Avatar? Is that a good way of doing it
or will it kill my framerate.
3) I dont intend to use OpenCL or CUDA for this. Are there any GPGPU methods for this kind of interaction
using only OpenGL?
Any help will be greatly appreciated!