Interactive Collider Design for 3D Meshes

Gordan Milovac, Marcus Winter, Patrick Ortiz, Computer GraphicsGeometry ProcessingC++3D MeshesHCI
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This project was completed as a final project for CSCI2952Y: Special Topics in Computational Design and Fabrication in Spring 2025 at Brown University. It presents an interactive tool for designing and evaluating collision meshes (colliders) for both static and skeletal 3D assets, with an emphasis on usability, performance, and downstream game-engine compatibility.


Collider Overview


Background

In real-time graphics engines and physics simulations, collision meshes are critical for accurate interaction while maintaining performance. High-fidelity visual meshes are often too complex for physics calculations, requiring simplified collider representations that balance accuracy and efficiency.

Existing collider-generation workflows are typically:

This project addresses these limitations by providing an interactive collider design pipeline that supports static and skeletal meshes, exposes decomposition parameters to users, and enables immediate visual and quantitative evaluation.

GitHub Repository:
https://github.com/mwinter02/CS2952Y_Final


Project Goal

The goal of this project was to build a fully interactive collider-generation system that allows users to:

A secondary goal was to evaluate usability through a controlled user study.


System Overview

The system is implemented primarily in C++ and consists of the following components:


Viewer UI


Methodology

Activity 1: 3D Viewer UI & Downloads

We implemented a 3D viewer supporting:

This enabled rapid iteration and inspection of collider quality.


Activity 2: Static Mesh Convex Decomposition

For static meshes, we adapted the CoACD (Convex Approximate Convex Decomposition) algorithm, extending it to support user-specified parameters controlling:

We additionally implemented:

This allowed users to compare decomposition strategies interactively.


Convex Decomposition


Activity 3: Performance & Error Metrics

To quantify collider quality, we implemented static mesh error metrics, including:

Results showed that:

Skeletal mesh error metrics were not implemented, representing a known limitation.


Activity 4: Skeletal Mesh Decomposition & Collider Rigging

For animated assets, we implemented skeletal collider generation using two modes:

Key features:

This allowed generated colliders to function as usable game assets.


Skeletal Colliders


Activity 6: Animation Previews

We integrated animation previews for skeletal colliders, enabling users to:

Limitations included:


User Study

We conducted a user study with 7 participants to evaluate usability and perceived workload.

Participants interacted with the system to:

NASA-TLX results indicated generally low perceived effort, with positive feedback on system capability.


NASA TLX


Results and Analysis

Strengths:

Observed Issues:

Users adapted quickly, but clearer feedback during computation was identified as a major usability improvement opportunity.


What Worked and What Didn’t

Successes:

Limitations:


Conclusion

This project demonstrates that interactive collider design can significantly improve both the usability and effectiveness of collision mesh workflows. By combining geometric algorithms, real-time visualization, and user evaluation, the system provides a practical foundation for collider generation in modern graphics pipelines.

Despite some missing extensions, the core system achieved strong technical performance and validated the feasibility of interactive, user-driven collider design.


Future Work


Author & Contributions

Gordan Milovac: System design, visualization, user study design and analysis, final presentation.

Marcus Winter, Patrick Ortiz: Algorithm implementation, mesh processing, UI integration, convex decomposition tooling, skeletal rigging logic, skeletal decomposition, evaluation, and testing.

© Gordan Milovac.Resume PDF