A parallel hashed Oct-Tree N-body algorithm
Proceedings of the 1993 ACM/IEEE conference on Supercomputing
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Timewarp rigid body simulation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Painting and rendering textures on unparameterized models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
C2A: controlled conservative advancement for continuous collision detection of polygonal models
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Automatic collision free path planning in hybrid triangle and point models: a case study
Proceedings of the Winter Simulation Conference
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In this article we present an algorithm to compute the maximum size of an object, in three dimensions, that can move collision-free along a fixed trajectory through a virtual environment. This can be seen as a restricted version of the general problem of computing the maximum size of an object to move collision-free from a start position to a goal position. We compute the maximum size by dividing the object into numerous small boxes and computing which ones collide with the virtual environment during the movement along the given trajectory. The algorithm presented is optimized for multi-threaded computer architectures and also uses data structures that leave a small memory footprint making it suitable for use with large virtual environments (defined by, e.g., millions or billions of points or triangles).