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Collision detection for interactive graphics applications

机译:交互式图形应用程序的碰撞检测

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Collision detection and response are important for interactive graphics applications such as vehicle simulators and virtual reality. Unfortunately, previous collision detection algorithms are too slow for interactive use. The paper presents a new algorithm for rigid or articulated objects that meets performance goals through a form of time critical computing. The algorithm supports progressive refinement, detecting collisions between successively tighter approximations to object surfaces as the application allows it more processing time. The algorithm uses simple four dimensional geometry to approximate motion, and hierarchies of spheres to approximate three dimensional surfaces at multiple resolutions. In a sample application, the algorithm allows interactive performance that is not possible with a good previous algorithm. In particular, the new algorithm provides acceptable accuracy while maintaining a steady and high frame rate, which in some cases improves on the previous algorithm's rate by more than two orders of magnitude.
机译:碰撞检测和响应对于交互式图形应用程序(例如车辆模拟器和虚拟现实)很重要。不幸的是,以前的碰撞检测算法对于交互式使用来说太慢了。本文提出了一种针对刚性或铰接物体的新算法,该算法通过时间关键型计算形式满足性能目标。该算法支持渐进式细化,可在应用程序允许更多处理时间的情况下,检测到紧紧逼近物体表面之间的冲突。该算法使用简单的四维几何体近似运动,并使用球体的层次近似以多种分辨率近似三维表面。在一个示例应用程序中,该算法允许交互式性能,而以前的良好算法则无法实现。尤其是,新算法在保持稳定且高帧速率的同时提供了可接受的精度,在某些情况下,它比以前算法的速率提高了两个数量级以上。

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