Time-Critical Collision Detection
Abstract
This seminar will explore a time-critical approach to collision detection.
We begin by discussing why many interactive graphics applications need such
an approach. One way to implement this approach is to approximate the shapes
of objects at multiple levels of detail. We describe approximations based on
sets of spheres, arranged into hierarchies we call "sphere-trees".
Sphere-trees can be built automatically by a preprocess that uses medial-axis
surfaces, which represent the shapes of objects in skeletal form. We
conclude with some examples of the time-critical algorithm in practice, and a
discussion of open questions for future research.
References
- Jonathan D. Cohen, Ming C. Lin, Dinesh Manocha, Madhav K. Ponamgi,
"I-COLLIDE: An Interactive and Exact Collision Detection System for
Large-Scale Environments," Proceedings 1995 Symposium on Interactive
3D Graphics, pp. 189-196.
ftp://ftp.cs.unc.edu/pub/users/manocha/PAPERS/COLLISION/paper3dint.ps.Z
- Philip M. Hubbard, "Collision Detection for Interactive Graphics
Applications," Ph.D. Thesis, Department of Computer Science, Brown
University, Oct. 1994.
ftp://ftp.cs.brown.edu/pub/techreports/95/cs95-08.ps.Z
- Philip M. Hubbard, "Real-Time Collision Detection and Time-Critical
Computing," Proceedings First ACM Workshop on Simulation and Interaction in
Virtual Environments, July 1995, pp. 92-96.
http://www.graphics.cornell.edu/~pmh/sive95.ps.gz
- Philip M. Hubbard, "Collision Detection for Interactive Graphics
Applications," IEEE Transactions on Visualization and Computer Graphics,
1(3), Sept. 1995, pp. 218-230.
http://www.graphics.cornell.edu/~pmh/tvcg95.ps.gz
- Greg Turk, "Interactive Collision Detection for Molecular Graphics,"
TR90-014, Department of Computer Science, The University of North Carolina at
Chapel Hill, Jan. 1990.
ftp://ftp.cs.unc.edu/pub/technical-reports/90-014.uu
Brook Conner