A survey of ray tracing acceleration techniques
An introduction to ray tracing
Interactive inspection of solids: cross-sections and interferences
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Algebraic and geometric reasoning using Dixon resultants
ISSAC '94 Proceedings of the international symposium on Symbolic and algebraic computation
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Strategies for polyhedral surface decomposition: an experimental study
Computational Geometry: Theory and Applications
A fast and robust GJK implementation for collision detection of convex objects
Journal of Graphics Tools
Fast and simple 2D geometric proximity queries using graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Computer environment for interventional neuroradiology procedures
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Real-time Collision Detection for Virtual Surgery
CA '99 Proceedings of the Computer Animation
Rendering in object interference detection on conventional graphics workstations
PG '97 Proceedings of the 5th Pacific Conference on Computer Graphics and Applications
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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Collision detection in simulation can easily become a bottleneck due to its computationally intensive nature. Recent developments in graphics hardware, however, offer a viable solution for rapid and efficient collision detection. The authors propose a new two-phase technique using the latest graphics hardware. In the broad phase, a scene graph is created to partition objects in a 3D environment for initial collision checking. In the narrow phase, a multiple-viewing volumes method is used to detect interferences between a convex model and a model of arbitrary geometry. First, the convex model is used to define six viewing volumes. The convex and arbitrary models are then rendered respectively within the defined viewing volumes. Finally, results of collision detection can be easily achieved by querying the occlusions between these rendered models in the image space. Compared with other collision detection algorithms, this method produces promising results and is successfully applied in our 3D virtual reality games.