Graphics gems
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Using EIS to respond to dynamic business conditions
Decision Support Systems - Special issue on executive information systems
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
Improving accuracy in a robust algorithm for three-dimensional Voronoi diagrams
Journal of Graphics Tools
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 and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
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
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
BD-tree: output-sensitive collision detection for reduced deformable models
ACM SIGGRAPH 2004 Papers
GI-COLLIDE: collision detection with geometry images
Proceedings of the 21st spring conference on Computer graphics
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
ACM SIGGRAPH 2006 Papers
3D skeletonization using an enhanced voxel tree
ACM SIGGRAPH 2006 Research posters
Tracking shape change using a 3D skeleton hierarchy
ACM SIGGRAPH 2006 Research posters
Ellipsoid-tree construction for solid objects
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Fast collision detection for deformable models using representative-triangles
Proceedings of the 2008 symposium on Interactive 3D graphics and games
An evaluation of a collision handling system using sphere-trees for plausible rigid body animation
Proceedings of the 2008 ACM symposium on Applied computing
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Collision detection between complex polyhedra
Computers and Graphics
Visibility transition planning for dynamic camera control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interruptible collision detection for deformable objects
Computers and Graphics
Enhanced physically-based animation of deformable bodies using shape-matching
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
A multilevel surface modeling method and its application to range image registration
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Hierarchical Approach for Fast and Efficient Collision Detection in Urban Simulation
IVIC '09 Proceedings of the 1st International Visual Informatics Conference on Visual Informatics: Bridging Research and Practice
Hierarchical Discrete Medial Axis for Sphere-Tree Construction
IWCIA '09 Proceedings of the 13th International Workshop on Combinatorial Image Analysis
Fast continuous collision detection using deforming non-penetration filters
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Recovering structure from r-sampled objects
SGP '09 Proceedings of the Symposium on Geometry Processing
Line-stepping for shell meshes
SCIA'07 Proceedings of the 15th Scandinavian conference on Image analysis
Tetra-trees properties in graphic interaction
Graphical Models
SIGGRAPH Asia 2011 Sketches
Comparing sphere-tree generators and hierarchy updates for deformable objects collision detection
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
Fast continuous collision culling with deforming noncollinear filters
Computer Animation and Virtual Worlds
Interactive and accurate collision detection in virtual orthodontics
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Radial view based culling for continuous self-collision detection of skeletal models
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Sphere-Meshes: shape approximation using spherical quadric error metrics
ACM Transactions on Graphics (TOG)
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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 localized quickly. For time-critical algorithms, there are distinct advantages to using hierarchies of spheres, known as sphere-trees, for object representation. This article 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.