OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A fast triangle-triangle intersection test
Journal of Graphics Tools
Determining the minimum-area encasing rectangle for an arbitrary closed curve
Communications of the ACM
Real-Time Rendering
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
ERIT: a collection of efficient and reliable intersection tests
Journal of Graphics Tools
A fast triangle to triangle intersection test for collision detection: Research Articles
Computer Animation and Virtual Worlds
Automatic mesh split-and-merge technique for multiple surface models
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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We present an efficient algorithm for triangle-triangle intersection test in oriented bounding box (OBB)-based collision detection. In testing two OBB leaf nodes (i.e., rectangles), many intermediate computation results can be reused for the intersection test of two triangles they contain. It is considerably easier to detect redundant operations when we work in the local coordinate of the bounding rectangle rather than in the global coordinate of the object. The performance improvement of our algorithm is based on this observation that eliminates redundant computations. Compared with conventional algorithms, we have observed 15-79% improvement in computing time. We demonstrate the effectiveness of our approach using several experimental results.