Title of article
Collision detection for interactive graphics applications
Author/Authors
Hubbard، نويسنده , , P.M.، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 1995
Pages
13
From page
218
To page
230
Abstract
Collision detection and response are important for
interactive graphics applications such as vehicle simulators and
virtual reality. Unfortunately, previous collision-detection algorithms
are too slow for interactive use. This paper presents a new
algorithm for rigid or articulated objects that meets performance
goals through a form of time-critical computing. The algorithm
supports progressive refinement, detecting collisions between
successively tighter approximations to object surfaces as the application
allows it more processing time. The algorithm uses simple
four-dimensional geometry to approximate motion, and hierarchies
of spheres to approximate three-dimensional surfaces at
multiple resolutions. In a sample application, the algorithm allows
interactive performance that is not possible with a good previous
algorithm. In particular, the new algorithm provides acceptable
accuracy while maintaining a steady and high frame rate, which
in some cases improves on the previous algorithm’s rate by more
than two orders of magnitude.
Keywords
time-critical computing , Collision detection , real-time performance , interaction , four dimensions , approximation.
Journal title
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Serial Year
1995
Journal title
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Record number
401533
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