Approximating Polyhedra with Spheres for Time-Critical Collision Detection
Philip M. Hubbard
In ACM Transactions on Graphics, 15(3), July 1996.
Abstract: This article presents a method for approximating polyhedral objects to support a time-critical collision-detection algorithm. The approximations are hierarchies of spheres, and they allow the time-critical algorithm to progressively refine the accuracy of its detection, stopping as needed to maintain the real-time performance essential for interactive applications. The key to this approach is a preprocess that automatically builds tightly fitting hierarchies for rigid and articulated objects.The preprocess uses medial-axis surfaces, which are skeletal representations of objects. These skeletons guide an optimization technique that gives the hierarchies accuracy properties appropriate for collision detection. In a sample application, hierarchies built this way allow the time-critical collision-detection algorithm to have acceptableaccuracy, improving significantly on that possible with hierarchies built by previous techniques. The performance of the time-critical algorithm in this application is consistently 10 to 100 times better than a previous collision-detection algorithm, maintaining low latency and a nearIy constant frame rate of 10 frames per second on a conventional graphics workstation. The time-critical algorithm maintains its real-time performance as objects become more complicated, even as they exceed previously reported complexity levels by a factor of more than 10.
Keyword(s): approximation, collision detection, interactive systems, medial-axis surfaces, spheres, time-critical computing
@article{Hubbard:1996:APW,
author = {Philip M. Hubbard},
title = {Approximating Polyhedra with Spheres for Time-Critical Collision Detection},
journal = {ACM Transactions on Graphics},
volume = {15},
number = {3},
pages = {179--210},
month = jul,
year = {1996},
}
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