Interactive collision detection

Interactive collision detection
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DOI:
10.1109/vrais.1993.378267
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发表时间:
1993
期刊:
Proceedings of 1993 IEEE Research Properties in Virtual Reality Symposium
影响因子:
--
通讯作者:
Philip M. Hubbard
Philip M. Hubbard
中科院分区:
其他
文献类型:
--
作者:
Philip M. Hubbard

文献摘要

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碰撞检测和响应可以使虚拟现实应用程序看起来更可信。不幸的是,现有的碰撞检测算法速度太慢,无法进行交互使用。作者提出了一种新的算法,它不仅速度快,而且可中断,允许应用程序以质量换取更快的速度。该算法使用简单的四维几何来逼近运动,用球面集合来逼近三维曲面。该算法使样本应用程序的运行速度比现有算法快五到七倍。
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.>