Solving the Collision Detection Problem
IEEE Computer Graphics and Applications
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Rendering of large and complex urban environments for real time heritage reconstructions
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
A Graphical Representation of the State Spaces of Hierarchical Level-of-Detail Scene Descriptions
IEEE Transactions on Visualization and Computer Graphics
CRIWG '00 Proceedings of the 6th International Workshop on Groupware
Geotensity: Combining Motion and Lighting for 3D Surface Reconstruction
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
CGIV '04 Proceedings of the International Conference on Computer Graphics, Imaging and Visualization
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
Interactive Collision Detection for Deformable Models Using Streaming AABBs
IEEE Transactions on Visualization and Computer Graphics
Engineering with Computers
CGIV '07 Proceedings of the Computer Graphics, Imaging and Visualisation
Texture Mapping with Hard Constraints Using Warping Scheme
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2008 ACM symposium on Solid and physical modeling
A Hybrid Bounding Volume Algorithm to Detect Collisions between Deformable Objects
ACHI '09 Proceedings of the 2009 Second International Conferences on Advances in Computer-Human Interactions
Research on Collision Detection Algorithm Based on AABB-OBB Bounding Volume
ETCS '09 Proceedings of the 2009 First International Workshop on Education Technology and Computer Science - Volume 01
Efficient collision detection using a dual OBB-sphere bounding volume hierarchy
Computer-Aided Design
Approach of Geometric Texture Mapping Based on Discrete Gradient Searching
AICI '10 Proceedings of the 2010 International Conference on Artificial Intelligence and Computational Intelligence - Volume 03
Modelling the walled city of Nicosia
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
A model for the expected running time of collision detection using AABBs trees
EGVE'06 Proceedings of the 12th Eurographics conference on Virtual Environments
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The development of real-time virtual environment is always a fundamental task for research to come out with a good testing procedure. Regardless any software application that has been used to develop the virtual environment, maintaining real-time aspect such as physic simulation, fluid simulation, collision detection, and others is definitely important. Numerous attempts has been introduced in order to develop nearly perfect virtual environment but at the end the solution only cater for some specific settings that must be implemented before we properly visualize the virtual environment. In this paper, we consider few elements that can be used to visualize their virtual environment and perhaps becoming a common visualization procedure to differentiate and compare with others.