Computational geometry: an introduction
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IEEE Computer Graphics and Applications
A survey of ray tracing acceleration techniques
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SIGMOD '90 Proceedings of the 1990 ACM SIGMOD international conference on Management of data
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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
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CGI '00 Proceedings of the International Conference on Computer Graphics
Rapid Collision Detection by Dynamically Aligned DOP-Trees
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
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Proceedings of the twenty-second annual symposium on Computational geometry
Efficient collision detection for spherical blend skinning
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Velocity-Aligned Discrete Oriented Polytopes for Dynamic Collision Detection
IEEE Transactions on Visualization and Computer Graphics
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Computer-Aided Design
FASTCD: fracturing-aware stable collision detection
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Survey on model-based manipulation planning of deformable objects
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CIS'04 Proceedings of the First international conference on Computational and Information Science
Fast intersections for subdivision surfaces
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Intelligent game agent based physics engine for intelligent non player characters
PRIMA'06 Proceedings of the 9th Pacific Rim international conference on Agent Computing and Multi-Agent Systems
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PRIMA'06 Proceedings of the 9th Pacific Rim international conference on Agent Computing and Multi-Agent Systems
Geometry Presorting for Implicit Object Space Partitioning
Computer Graphics Forum
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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We present a novel bounding volume hierarchy that allows for extremely small data structure sizes while still performing collision detection as fast as other classical hierarchical algorithms in most cases. The hierarchical data structure is a variation of axis-aligned bounding box trees. In addition to being very memory efficient, it can be constructed efficiently and very fast.We also propose a criterion to be used during the construction of the BV hierarchies is more formally established than previous heuristics. The idea of the argument is general and can be applied to other bounding volume hierarchies as well. Furthermore, we describe a general optimization technique that can be applied to most hierarchical collision detection algorithms.Finally, we describe several box overlap tests that exploit the special features of our new BV hierarchy. These are compared experimentally among each other and with the DOP tree using a benchmark suite of real-world CAD data.