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VW
2000
Springer
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13 years 8 months ago
Generic 3D Ball Animation Model for Networked Interactive VR Environments
This paper describes a versatile, robust, and parametric ball animation model that can be used in many types of interactive Virtual Reality (VR) environments. The generic model is ...
Hansrudi Noser, Christian Stern, Peter Stucki, Dan...
COMPGEOM
2004
ACM
13 years 8 months ago
Continuous path verification in multi-axis NC-machining
We introduce a new approach to the problem of collision detection between a rotating milling-cutter of an NC-machine and a model of a solid workpiece, as the rotating cutter conti...
Ron Wein, Oleg Ilushin, Gershon Elber, Dan Halperi...
AMDO
2006
Springer
13 years 8 months ago
Collision Detection Trough Deconstruction of Articulated Objects
Abstract. Many applications in computer graphics require fast and robust collision detection algorithms. The problem of simulating motion in an articulated chain has been well stud...
Roberto Therón, Vidal Moreno, Belén ...
VRST
1997
ACM
13 years 8 months ago
An efficient collision detection algorithm using range data for walk-through systems
We present a simple, but efficient view collision detection method for the walk-through system. The basic idea is to check if the current view position intersects with the range d...
SonOu Lee, JunHyeok Heo, KwangYun Wohn
VRML
1997
ACM
13 years 8 months ago
V-COLLIDE: Accelerated Collision Detection for VRML
Collision detection is essential for many applications involving simulation, behavior and animation. However, it has been regarded as a computationallydemanding task and is often ...
Thomas C. Hudson, Ming C. Lin, Jonathan D. Cohen, ...
VRML
1997
ACM
13 years 8 months ago
QOTA: A Fast, Multi-Purpose Algorithm for Terrain Following in Virtual Environments
To keep avatars and other moving objects on the ground in virtual environments, it is necessary to find the points where these objects should contact the terrain. This is often do...
John W. Barrus, Richard C. Waters
SI3D
1999
ACM
13 years 8 months ago
Computing bounding volume hierarchies using model simplification
This paper presents a framework that uses the outputs of model simplification to guide the construction of bounding volume hierarchies for use in, for example, collision detection...
Tiow Seng Tan, Ket-Fah Chong, Kok-Lim Low
EUROPAR
2001
Springer
13 years 8 months ago
A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection
Abstract. When parallelizing hierarchical view frustum culling and collision detection, the low computation cost per node and the fact that the traversal path through the tree stru...
Ulf Assarsson, Per Stenström
EGH
2003
Springer
13 years 9 months ago
CULLIDE: interactive collision detection between complex models in large environments using graphics hardware
We present a novel approach for fast collision detection between multiple deformable and breakable objects in a large environment using graphics hardware. Our algorithm takes into...
Naga K. Govindaraju, Stephane Redon, Ming C. Lin, ...
VRST
2003
ACM
13 years 9 months ago
Time-critical collision detection using an average-case approach
We present a novel, generic framework and algorithm for hierarchical collision detection, which allows an application to balance speed and quality of the collision detection. We p...
Jan Klein, Gabriel Zachmann