A linear-time simple bounding volume algorithm
Graphics Gems III
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
The quickhull algorithm for convex hulls
ACM Transactions on Mathematical Software (TOMS)
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time collision detection for motion simulation within complex environments
SIGGRAPH '96 ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Efficient Bounds in Constructive Solid Geometry
IEEE Computer Graphics and Applications
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As the foundation of user-system interaction in virtual environments, collision detection is a time-consuming process and few real-time interactive algorithms for general objects developed. Most of the existing methods aim for reducing the computation time for some special cases. Collision detection algorithms developed are either not fast enough for practical applications or restricted to a class of specific model. In fact, a general analysis of the performance of collision detection algorithms is extremely difficult because performance is situation specific. The motivation of this work is to satisfy the real-time interaction and high precision requirements of a Virtual Environment (VE) for applications such as virtual design, virtual assembly, virtual training for manufacturing operations and maintenance.