Loading...
Please wait, while we are loading the content...
Similar Documents
Virtual Reality Interaction and Physical Simu Kinetic sweep and prune for multi-body continuous motion
| Content Provider | CiteSeerX |
|---|---|
| Author | Coming, Daniel S. Staadt, Oliver G. |
| Abstract | We propose an acceleration scheme for real-time many-body dynamic collision detection. We kinetize the sweep and prune method for many-body collision pruning, extending its application to dynamic collision detection via kinetic data structures. In doing so, we modify the method from sample-rate-driven to event-driven, with no more events than the original method processed, also removing the perframe overhead, allowing our method to scale optimally in terms of frame-rates. Unlike many schemes for many-body collision pruning, ours performs well in both sparse and dense environments, with few or many collisions. r 2006 Elsevier Ltd. All rights reserved. Keywords: Methodology and techniques—graphics data structures and data types; Three-dimensional graphics and realism—virtual reality; Dynamic collision detection; Kinetic data structures 1. |
| File Format | |
| Access Restriction | Open |
| Subject Keyword | Multi-body Continuous Motion Virtual Reality Interaction Physical Simu Kinetic Sweep Many-body Collision Pruning Perframe Overhead Many Collision Kinetic Data Structure Elsevier Ltd Dense Environment Prune Method Technique Graphic Data Structure Kinetic Data Dynamic Collision Detection Collision Detection Realism Virtual Reality Original Method Three-dimensional Graphic Acceleration Scheme Data Type Many Scheme Real-time Many-body Dynamic Collision Detection |
| Content Type | Text |