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:
影响因子:
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通讯作者:
Philip M. Hubbard
中科院分区:
文献类型:
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作者:
Philip M. Hubbard
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.>