COLLISION DETECTION FOR INTERACTIVE GRAPHICS APPLICATIONS

被引:199
作者
HUBBARD, PM
机构
[1] P.M. Hubbard is with the Program of Computer Graphics, Cornell University, 580 Frank H.T. Rhodes Hall, Ithaca
关键词
COLLISION DETECTION; TIME-CRITICAL COMPUTING; REAL-TIME PERFORMANCE; INTERACTION; 4; DIMENSIONS; APPROXIMATION;
D O I
10.1109/2945.466717
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
收藏
页码:218 / 230
页数:13
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