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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 interactivengraphics applications such as vehicle simulators and virtual reality.nUnfortunately, previous collision detection algorithms are too slow forninteractive use. The paper presents a new algorithm for rigid ornarticulated objects that meets performance goals through a form of timencritical computing. The algorithm supports progressive refinement,ndetecting collisions between successively tighter approximations tonobject surfaces as the application allows it more processing time. Thenalgorithm uses simple four dimensional geometry to approximate motion,nand hierarchies of spheres to approximate three dimensional surfaces atnmultiple resolutions. In a sample application, the algorithm allowsninteractive performance that is not possible with a good previousnalgorithm. In particular, the new algorithm provides acceptable accuracynwhile maintaining a steady and high frame rate, which in some casesnimproves on the previous algorithm's rate by more than two orders ofnmagnitude
机译:碰撞检测和响应对于交互式图形学应用(例如车辆模拟器和虚拟现实)很重要。n不幸的是,以前的碰撞检测算法对于交互式使用太慢。本文提出了一种新的针对硬性有角度物体的算法,该算法通过时间临界计算的形式满足了性能目标。该算法支持渐进式细化,在应用允许更多处理时间的情况下,n连续检测更紧密的tonobject表面之间的碰撞。 Thenalgorithm使用简单的四维几何来近似运动,而球的层次结构则以多种分辨率近似三维表面。在一个示例应用程序中,该算法允许使用良好的先前算法无法实现交互式性能。尤其是,新算法在保持稳定且较高的帧速率的同时提供了可接受的精度,在某些情况下,将以前算法的速率提高了两个数量级以上。

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