Collision Detection for Interactive Graphics Applications (1995)
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| Venue: | IEEE Transactions on Visualization and Computer Graphics |
| Citations: | 161 - 5 self |
BibTeX
@ARTICLE{Hubbard95collisiondetection,
author = {Philip M. Hubbard},
title = {Collision Detection for Interactive Graphics Applications},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {1995},
volume = {1},
pages = {218--230}
}
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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 threedimensional 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...







