Fast collision detection of moving convex polyhedra
Graphics gems IV
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
V-Clip: fast and robust polyhedral collision detection
ACM Transactions on Graphics (TOG)
Spherical shell: a higher order bounding volume for fast proximity queries
WAFR '98 Proceedings of the third workshop on the algorithmic foundations of robotics on Robotics : the algorithmic perspective: the algorithmic perspective
Fast collision detection using QuOSPO trees
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Collision Detection for Interactive Graphics Applications
IEEE Transactions on Visualization and Computer Graphics
Incremental Algorithms for Collision Detection Between Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Efficient collision detection for animation and robotics
Efficient collision detection for animation and robotics
An Intestinal Surgery Simulator: Real-Time Collision Processing and Visualization
IEEE Transactions on Visualization and Computer Graphics
Simultaneous shape decomposition and skeletonization
Proceedings of the 2006 ACM symposium on Solid and physical modeling
3D skeletonization using an enhanced voxel tree
ACM SIGGRAPH 2006 Research posters
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
Hierarchical Discrete Medial Axis for Sphere-Tree Construction
IWCIA '09 Proceedings of the 13th International Workshop on Combinatorial Image Analysis
Real-time simulation of self-collisions for virtual intestinal surgery
IS4TM'03 Proceedings of the 2003 international conference on Surgery simulation and soft tissue modeling
A deformation transformer for real-time cloth animation
ACM SIGGRAPH 2010 papers
A comparison of sampling strategies for computing general sweeps
Computer-Aided Design
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part I
Sphere-Meshes: shape approximation using spherical quadric error metrics
ACM Transactions on Graphics (TOG)
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Collision handling is very computationally expensive, especially in large scale interactive animations. Hierarchical object representations play an important role in performing efficient collision handling. Many different geometric primitives have been used to construct these representations, which allow areas of interaction to be localised quickly. For time-critical algorithms, such as interruptible collision detection, there are distinct advantages to using hierarchies of spheres, known as sphere-trees. This paper presents a novel algorithm for the construction of sphere-trees. The algorithm presented approximates objects, both convex and non-convex, with a higher degree of fit than existing algorithms. In the lower levels of the representations, there is almost an order of magnitude decrease in the number of spheres required to represent the objects to a given accuracy.