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P. M. Hubbard. Real-time Collision Detection and Time-critical Computing. In Proceedings of the Workshop on Simulation and Interaction in Virtual Environments, 1995.

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Fast Collision Detection for Haptic Displays Using Polygonal.. - König, Strothotte (2002)   (Correct)

....like bounding boxes or bounding spheres so that the more complex calculations are simplified. The second, more accurate part uses voxel representations (see [Gib95] hierarchical spatial data structures like trees of oriented bounding boxes (OBB trees, see Figure 3, GLM96] spheres (see [Hub95] or binary space partitioning trees. Figure 3: This is an example for a recursive construction of an OBB tree. 2.2 Haptic Interaction The starting point for a haptic point interaction is different from the one in graphical applications. In haptic rendering the collision detection is used to ....

P. M. Hubbard. Real-time Collision Detection and Time-critical Computing. In Proceedings of the Workshop on Simulation and Interaction in Virtual Environments, 1995.


Haptic Interaction with Multiresolution Image Curves - Pai, Reissell (1997)   (3 citations)  (Correct)

....resolution. Methods of hierarchical curve and surface representation based on subdivision (e.g. strip trees, quadtrees, spline subdivision) have been used extensively in geometric modeling (see, e.g. 5] Our hierarchical representation and its use is perhaps closest to the sphere trees of [6] and box trees of [18] The important difference with our wavelet based method is that it allows better control of the least squares error between the approximation and the original curve; this means that the approximate, low resolution curve feels much more like the original and and we generally ....

P.M. Hubbard. Real-time collision detection and time-critical computing. In First Workshop on Simulation and Interaction in Virtual Environments, pages 92-96, 1995.


Real-Time And Exact Collision Detection For Interactive Virtual . .. - Zachmann (1997)   (3 citations)  (Correct)

....algorithms. Non b rep representations, e.g. octree, BSP, CSG, etc. allow need quite different approaches (Navazo et al. 1986; Naylor et al. 1990; Thibault and Naylor, 1987) For collision avoidance systems, an approximate collision detection is quite appropriate (Clifford A. Shaffer, 1992) (Hubbard, 1995) present an object partitioning approach somewhat similar to ours using spheres instead. However, the construction of the auxiliary data structures is much more involved, plus the covering of space with spheres is inherently redundant. Garc ia Alonso et al. 1994) partition the set of poly2 ....

Hubbard, P. M. (1995). Real-time collision detection and timecritical computing. In SIVE 95, The First Worjshop on Simulation and Interaction in Virtual Environments, number 1, pages 92--96, Iowa City, Iowa. University of Iowa, informal proceedings.


3D Collision Detection: A Survey - Jiménez, Thomas, Torras (2000)   (Correct)

....the primitives (and consequently the bounding volumes) are rotated and translated in the scene. Unfortunately, as recognized in [40] these objectives are usually in conflict, so a balance among them must be reached. Commonly used object partitioning representations use hierarchies of spheres [26,56,69,65,43] or spherical shells [8,50] for bounding at different resolution levels. Inner and outer bounds are often used. Volume bounding strategies can be used in conjunction with boundary representations. Hierarchies of volumes enclosing boundary features permit focussing on those susceptible 18 of ....

Hubbard, P. M. Real-time collision detection and time-critical computing. In Proc. First ACM Workshop on Simulation and Interaction in Virtual Environments (1995), vol. 1, pp. 92--96.


The BoxTree: Exact and Fast Collision Detection of Arbitrary.. - Zachmann (1995)   (1 citation)  (Correct)

....the representation of objects has great impact on collision detection algorithms. Non b rep representations, e.g. octree, BSP, CSG, etc. allow need quite different approaches [4, 23, 24, 30] For collision avoidance systems, an approximate collision detection is quite appropriate [5] 15] [16] present an object partitioning approach somewhat similar to ours using spheres instead. However, the construction of the auxiliary data structures is much more involved, plus the covering of space with spheres is inherently redundant. 9] partition the set of polygons of an object by a uniform ....

....is to use a divide conquer approach. It was inspired by BSP trees, k d trees, and balanced bipartitions (known in the area of VLSI layout algorithms) Of course, this involves a pre processing step; so this algorithm cannot be used if geometry changes often during run time. Page 2 Sphere trees [15, 16] don t seem to be as well suited as a tree of boxes, since spheres usually have to overlap very much in order to cover all polygons. Also, constructing a sphere tree doesn t seem to be as simple as constructing a BoxTree [16] 25] constructs non hierarchical sphere coverings for a set of ....

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P. M. Hubbard. Real-time collision detection and time-critical computing. In SIVE 95, The First Worjshop on Simulation and Interaction in Virtual Environments, number 1, pages 92--96, Iowa City, Iowa, July 1995. University of Iowa, informal proceedings.


Using Projection Aggregations to Support Scalability in.. - Singhal, Cheriton (1996)   (11 citations)  (Correct)

....grid) are considered pairwise for further filtering; on the other hand, if no further analysis will be performed, then all entities within the projections are presumed to be colliding. Collision detection using the projection hierarchy is a logical extension to time critical collision detection [9] that checks for collisions between successively tighter approximations to entities surfaces. Unlike time critical collision detection, whose iterations only consider entity location information, the projection hierarchy successively provides both entity location (through smaller grids) and ....

P. M. Hubbard. Real-Time Collision Detection and TimeCritical Computing. In Proceedings of the First Workshop on Simulation and Interaction in Virtual Environments (SIVE), pages 92--96, Iowa City, Iowa, July 1995. ACM SIGGRAPH.


Evaluation of Collision Detection Methods for Virtual.. - Held, Klosowski.. (1995)   (34 citations)  (Correct)

....not too many convex pieces involved; it has the advantage of not relying on any of the objects remaining stationary. Other work includes [13] and the thesis work of Hubbard [17, 18] who uses approximations of objects (covering by disks) to speed up collision detection. Very recent papers include [19] and [27] An Application to VR in Aircraft Manufacturing We were drawn into this line of research when the Boeing VR group came to us with a problem: How can one do real time, interactive collision detection in a virtual world whose complexity is on the order of many millions of features ....

P.M. Hubbard. Real-time Collision Detection and Time-critical Computing. In Proc. 1 st Workshop on Simulation and Interaction in Virtual Environments, U. of Iowa, July 1995.


Approximating Polyhedra with Spheres for Time-Critical Collision.. - Hubbard (1996)   (65 citations)  Self-citation (Hubbard)   (Correct)

....framework of Rolhf and Helman [40] and the human figure animation algorithm of Granieri et al. 17] This paper extends our earlier paper [20] which introduced the idea of time critical collision detection but presented a less sophisticated approach to hierarchies. Our companion papers [23, 22] to our knowledge, the only other descriptions of time critical collision detection complement the current paper, focusing more on the framework for the time critical algorithm and less on important details of building and using the sphere hierarchies. The novel contributions of the current ....

Philip M. Hubbard. Real-time collision detection and time-critical computing. In Proceedings of the First ACM Workshop on Simulation and Interaction in Virtual Environments, pages 92--96, July 1995.


Collision Handling Of Polyhedral Objects: with an.. - Kanaganathan, Wait (1998)   (Correct)

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P.M. Hubbard. Real-Time collision detection and time-critical computing. Workshop on Simulation and Interaction in Virtual Environments, 1995.

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