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Sphere-to-sphere collision estimation of virtual objects to arbitrarily-shaped real objects for augmented reality

机译:虚拟对象到任意形状的真实对象的球到球碰撞估计以增强现实

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摘要

A novel estimation of the collision response between a virtual object and an arbitrarily-shaped real object is presented. By analysing the collision regions, the boundary of the arbitrarily-shaped object is approximated as a sphere for simplicity, and then the collision responds as a sphere-to-sphere collision. Simulations between segmented hand regions and virtual balls show that the proposed method is more appropriate than other methods for augmented reality and serious games, because the motion of real objects can be directly applied.
机译:提出了一种新颖的估计虚拟物体和任意形状的真实物体之间的碰撞响应的方法。通过分析碰撞区域,为简单起见,将任意形状的对象的边界近似为一个球体,然后该碰撞响应为一个球对球的碰撞。分割的手部区域和虚拟球之间的仿真表明,该方法比其他方法更适合增强现实和严肃游戏,因为可以直接应用真实对象的运动。

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