• 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