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Gabriel Zachmann. Optimizing the collision detection pipeline. In Proc. of the First International Game Technology Conference (GTEC), January 2001.

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High-Performance Collision Detection Hardware - Knittel, Zachmann (2003)   Self-citation (Zachmann)   (Correct)

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Gabriel Zachmann. Optimizing the collision detection pipeline. In Proc. of the First International Game Technology Conference (GTEC), January 2001.


High-Performance Collision Detection Hardware - Knittel, Zachmann (2003)   Self-citation (Zachmann)   (Correct)

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Gabriel Zachmann. Optimizing the collision detection pipeline. In Proc. of the First International Game Technology Conference (GTEC), January 2001. 2


Natural Interaction in Virtual Environments - Zachmann   Self-citation (Zachmann)   (Correct)

....and assemble objects even in crowded and tight virtual environments (VEs) Finally, we propose a framework which allows to grasp and manipulate objects by the virtual hand in a natural way. 2 Collision detection algorithms Collision detection can be regarded as a pipeline of successive filters [Zac01] This concept is somewhat similar to the concept of a rendering pipeline or visualization pipeline. The input of the collision detection pipeline is a set of objects, while the output is a set of pairs of objects (and possibly polygons) During run time, objects, together with their current ....

....test objects. They are (left to right) a car headlight, the lock of a car door, body and seats of a car, hose of a car engine, sphere, hyperboloid, torus. Data courtesy of VW and BMW) treatise on the collision detection pipeline and the algorithms involved in each stage can be found in [Zac00, Zac01] 2.1 DOP trees At the last stage of the collision detection pipeline, we are given one pair of objects and have to determine their collision status. Research has shown that hierarchical algorithms can solve this problem very efficiently [Hub95, OD99, GLM96, Zac97] Here, we will describe only ....

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Gabriel Zachmann. Optimizing the collision detection pipeline. In Proc. of the First International Game Technology Conference (GTEC), January 2001.


Natural and Robust Interaction in Virtual Assembly Simulation - Zachmann, Rettig (2001)   Self-citation (Zachmann)   (Correct)

....is laid on stability of the simulation and user safety. In addition, we are investigating the perceptual quality of haptic rendering. In order to achieve stable behavior of the system, very high update rates must be guaranteed. This requires further increase of the speed of collision detection [Zac01] ....

Gabriel Zachmann. Optimizing the collision detection pipeline. In Proc. of the First International Game Technology Conference (GTEC), January 2001.


Image and 3D-Object Editing with Precisely Specified.. - Bendels, Klein, Schilling (2003)   (Correct)

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G. Zachmann. Optimizing the collision detection pipeline. In The First International Game Technology Conference GTEC, Jan. 2001.


Easy Realignment of k-DOP Bounding Volumes - Fünfzig, Fellner (2003)   (Correct)

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G. Zachmann. Optimizing the collision detection pipeline. In Proc. of The First International Game Technology Conference GTEC, Jan 2001.

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