DocumentCode
2463981
Title
Interactive collision detection
Author
Hubbard, Philip M.
Author_Institution
Dept. of Comput. Sci., Brown Univ., Providence, RI, USA
fYear
1993
fDate
25-26 Oct. 1993
Firstpage
24
Lastpage
31
Abstract
Collision detection and response can make a virtual-reality application seem more believable. Unfortunately, existing collision-detection algorithms are too slow for interactive use. The authors present a new algorithm that is not only fast but also interruptible, allowing an application to trade quality for more speed. The algorithm uses simple four-dimensional geometry to approximate motion, and sets of spheres to approximate three-dimensional surfaces. The algorithm allows a sample application to run five to seven times faster than it runs with existing algorithms.<>
Keywords
computational geometry; interactive systems; user interfaces; virtual reality; collision detection; four-dimensional geometry; interactive use; motion approximation; quality; speed; spheres; three-dimensional surfaces; virtual-reality application; Application software; Approximation algorithms; Artificial intelligence; Computer science; Degradation; Detection algorithms; Geometry; Solids; Virtual reality;
fLanguage
English
Publisher
ieee
Conference_Titel
Virtual Reality, 1993. Proceedings., IEEE 1993 Symposium on Research Frontiers in
Conference_Location
San Jose, CA, USA
Print_ISBN
0-8186-4910-0
Type
conf
DOI
10.1109/VRAIS.1993.378267
Filename
378267
Link To Document