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 and Philip Martyn Hubbard and Philip Martyn 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
Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications; for example, solidness makes virtual reality more believable, and solidness is essential for the correctness of vehicle simulators. These applications use a collision-detection algorithm to enforce the solidness of objects. Unfortunately, previous collision-detection algorithms do not adequately address the needs of interactive applications. To work in these applications, a collision-detection algorithm must run at real-time rates, even when many objects can collide, and it must tolerate objects whose motion is specified "on the fly" by a user. This dissertation describes a new collision-detection algorithm that meets these criteria through approximation and graceful degradation, elements of time-critical computing. The algorithm is not only fast but also interruptible, allowing an application to trade accuracy ...







