I-COLLIDE: an interactive and exact collision detection system for large-scale environments
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ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part IV
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A new collision detection algorithm GI-COLLIDE is presented. The algorithm works with geometry images and codes bounding spheres as a perfectly balanced mip-map-like hierarchical data structure. The largest geometry image in the hierarchy stores the bounding spheres of the quadruples of the vertices from the input geometry image. Center of the sphere is calculated as the center of the corresponding min-max AABB and stored as the pixel's RGB value. The alpha value stores the sphere radius. In this way each level represents bounding spheres of the previous level. The upmost level of the hierarchy is the bounding sphere of the entire object. Collisions between objects are detected by the standard tree traversing and checking the overlaps among the bounding spheres. The exact collision is detected by a triangle-triangle test at the lowest level. The bounding sphere coding is implicit. A sphere at any level can be found efficiently only by indexing the geometry image. Once objects are represented as geometry images the collision detection can be performed efficiently using directly this representation and it is not necessary to use any other. The results show that this method is efficient and works well even for large objects. We have compared GI-COLLIDE with the most important collision detection techniques.