The design and analysis of spatial data structures
The design and analysis of spatial data structures
Computational complexity versus virtual worlds
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Curved surfaces and coherence for non-penetrating rigid body simulation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Graphics gems II
Graphics Gems III
Solving the Collision Detection Problem
IEEE Computer Graphics and Applications
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
Efficient virtual collision detection for multiple users in large virtual spaces
VRST '94 Proceedings of the conference on Virtual reality software and technology
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Cooperative work environment using virtual workspace
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Interference detection among solids and surfaces
Communications of the ACM
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Realistic animation of rigid bodies
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
Localized set operations for solid modeling
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Presence: Teleoperators and Virtual Environments
Proceedings of IEEE Virtual Reality Annual International Symposium
VRAIS '93 Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium
A manipulation environment of virtual and real objects using a magnetic metaphor
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Time-critical collision detection using an average-case approach
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments
A Virtual Environment Testbed for Training Laparoscopic Surgical Skills
Presence: Teleoperators and Virtual Environments
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We propose an accurate collision detection algorithm for use in virtual reality applications. The algorithm works for three-dimensional graphical environments where multiple objects, represented as polyhedra (boundary representation), are undergoing arbitrary motion (translation and rotation). The algorithm can be used directly for both convex and concave objects and objects can be deformed (nonrigid) during motion. The algorithm works efficiently by first reducing the number of face pairs that need to be checked accurately for interference, by first localizing possible collision regions using bounding box and spatial subdivision techniques. Face pairs that remain after this pruning stage are then accurately checked for interference. The algorithm is efficient, simple to implement, and does not require any memory-intensive auxiliary data structures to be precomputed and updated. The performance of the proposed algorithm is compared directly against other existing algorithms, e.g., the separating plane algorithm, octree update method, and distance-based method. Results are given to show the efficiency of the proposed method in a general environment.