| Kelvin Chung. Quick collision detection of polytopes in virtual environments. In Proc. of the ACM Symposium on Virtual Reality Software and Technology (VRST'96), Mark Green, Ed., pages 125-- 131, 1996. |
....the fixed dimension of the problem, some of the well known linear programming algorithms (e.g. Sei90] cf. Chapter 45) can be used to perform the Boolean collision query in expected linear time. By caching the last pair of witness points to compute the new separating planes, Chung and Wang [CW96] proposed an iterative method that can quickly update the separating axis or the separating vector in nearly constant time in dynamic applications with high motion coherence. MINKOWSKI SUMS AND CONVEX OPTIMIZATION Collision and distance queries can be performed based on the Minkowski sum of ....
K. Chung and W. Wang. Quick collision detection of polytopes in virtual environments. In Proc. ACM Sympos. Virtual Reality Soft. Tech., 1996.
....can be used as one component of the neighbor finding stage in the collision detection pipeline to further reduce the number of polygonal object object tests. In particular, convex hulls o#er a lot of nice properties which make them attractive for collision detection [LC92, CLMP95, vdB99, GJK88, CW96] We have chosen to use a probabilistic convex hull algorithm which trades accuracy for speed. Since in our case there is always an exact collision detection check after the convex hull test, this does not introduce wrong results. The algorithm We have developed an algorithm which just needs ....
Kelvin Chung, and Wenping Wang. Quick collision detection of polytopes in virtual environments. In Proc. of the ACM Symposium on Virtual Reality Software and Technology (VRST'96), Mark Green, Ed., pages 125--131, July 1996.
....and many of them have not been implemented. Configuration space has been used to detect collisions for path planning in robotics (see [6] for example) For collision avoidance, Shaffer et al. 4] have used an octree to approximate objects. Good results have been achieved for convex polyhedra [16, 3, 8]. Almost all approaches for general, non convex objects utilize some sort of BV hierarchy. A few nonhierarchical approaches have been taken as well. GarciaAlonso et al. 7] partition the set of polygons of an object by a uniform grid. Sphere trees were developed by [13, 14, 19] Gottschalk et al. ....
K. Chung. Quick collision detection of polytopes in virtual environments. In M. Green, editor, Proc. of the ACM Symposium on Virtual Reality Software and Technology, pages 125--131, 1996.
....detection problem, given a pair of objects. Hierarchical algorithms for polygonal objects have been presented by [GLM96, KHM 98, Zac98, Hub95, OD99, NAT90] Non hierarchical approaches have been presented by [MPT99, Gei00] Incremental convex algorithms have been presented by [CLMP95, vdB99, Chu96] Algorithms for reducing the number of pairs to be tested have been presented by [CLMP95, BF79, PS90, YW93, Hub93] A system solving the dynamic pre fetching of objects and auxiliary data, if the complete environment does not fit in main memory, has been described by [WLML99] while [AGT99] have ....
Chung, K. Quick collision detection of polytopes in virtual environments. In Proc. of the ACM Symposium on Vir8 tual Reality Software and Technology (VRST'96), M. Green, Ed., pages 125--131, 1996.
....objects that cannot possibly collide. The narrow phase is more specialized, according to the types of objects being considered. The simplest objects to consider are convex polytopes (polygons in the plane, or polyhedra in 3 space) and this case has been extensively considered in the literature [17, 18, 20, 10, 5]. More complex objects are then broken up into convex pieces, which are tested pairwise. Algorithmically, the convex polytope intersection problem is a special case of linear programming; in two and three dimensions even more ecient techniques have been developed in computational geometry, that ....
K. Chung and W. Weng. Quick collision detection of polytopes in virtual environments. Proc. 3rd ACM Sympos. Virtual Reality Software and Technology, pp. 125-132. 1996.
....Java3D scheduler will then wake the Behaviour every frame allowing it to move the View Platform according to the user s exact input. 6.2. View Platform Collision Prevention A fundamental issue in interactive applications such as computer animation and virtual environments is collision detection [6, 7]. When navigating a virtual scene, it is reasonable for the user to expect that the View Platform cannot pass through a solid object. Java3D offers fairly comprehensive high level support for collision detection in which each object may define a region known as its collision bounds. These ....
K. Chung and W. Wang. Quick collision detection of polytopes in virtual environments. In ACM Symposium on Virtual Reality Software and Technology, pages 1--4, 1996.
....vertex v i of v compute v i Delta j. If some v j has v j Delta j v Delta j, set the current vertex to v j and return to step 1 2 . 3. Otherwise, return v as the result. The support mapping also has other uses in geometry and robotics; for example, in Chung s interference detection routine [4]. 3 Dealing with General Objects If we consider the distance function for arbitrary objects however then the numerical problem is no longer convex. This means that the solution set will often contain local minima, and a more exhaustive search technique will have to be used. This problem area is ....
Kelvin Chung and Wenping Wang. Quick collision detection of polytopes in virtual environments. In ACM Symposium on Virtual Reality Software and Technology, Hong Kong, July 1996.
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Kelvin Chung. Quick collision detection of polytopes in virtual environments. In Proc. of the ACM Symposium on Virtual Reality Software and Technology (VRST'96), Mark Green, Ed., pages 125-- 131, 1996.
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Chung, K. and Wang, W. Quick collision detection of polytopes in virtual environments. Proc. of ACM Symposium on Virtual Reality Software and Technology. 1996
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K. Chung, W. Wang. "Quick collision detection of polytopes in virtual environments", Proceedings of the ACM Symposium on Virtual Reality Software and Technology, pp. 125--131 (1996).
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