Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Collision detection for interactive graphics applications
Collision detection for interactive graphics applications
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
A Framework for the Real-Time Walkthrough of Massive Models
A Framework for the Real-Time Walkthrough of Massive Models
Interactive and Exact Collision Detection for Multi-Body Environments
Interactive and Exact Collision Detection for Multi-Body Environments
Adaptive medial-axis approximation for sphere-tree construction
ACM Transactions on Graphics (TOG)
Collision Detection Using Sphere-Tree Construction
CONIELECOMP '05 Proceedings of the 15th International Conference on Electronics, Communications and Computers
Proceedings of the eleventh international conference on 3D web technology
Oriented convex polyhedra for collision detection in 3D computer animation
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Real-time generation of populated virtual cities
Proceedings of the ACM symposium on Virtual reality software and technology
Efficient updates of bounding sphere hierarchies for geometrically deformable models
Journal of Visual Communication and Image Representation
Ellipsoid-tree construction for solid objects
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Interactive Collision Detection for Deformable Models Using Streaming AABBs
IEEE Transactions on Visualization and Computer Graphics
Kernel-Based Cellular Automata for Urban Simulation
ICNC '07 Proceedings of the Third International Conference on Natural Computation - Volume 03
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Urban simulation research has become an important research area in computer graphics due to the need to visualize urban environment as realistic as possible. Urban environment consists of elements such as culling, lighting, shadows, collision detection and others that will determine the realism level of simulation. One of the key components that need further consideration is to equip the synthetic world with fast and efficient collision detection approach so that urban simulation can be done realistically. In general, hierarchical approach provides fast and efficient collision detection method in urban simulation. We present a new traversal algorithm of Bounding-Volume Hierarchies (BVH) for collision detection (CD) between static and moving object that can be used in urban simulation. The result from the experiments had shown that the combination of the AABB BVH and optimized traversal algorithm is superior over the previous BVH approaches where less time taken to detect collision between static and moving objects in urban simulation.