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Collision Detection for Interactive Graphics Applications
September 1995 (vol. 1 no. 3)
pp. 218-230

Abstract—Collision detection and response are important for interactive graphics applications such as vehicle simulators and virtual reality. Unfortunately, previous collision-detection algorithms are too slow for interactive use. This paper presents a new algorithm for rigid or articulated objects that meets performance goals through a form of time-critical computing. The algorithm supports progressive refinement, detecting collisions between successively tighter approximations to object surfaces as the application allows it more processing time. The algorithm uses simple four-dimensional geometry to approximate motion, and hierarchies of spheres to approximate three-dimensional surfaces at multiple resolutions. In a sample application, the algorithm allows interactive performance that is not possible with a good previous algorithm. In particular, the new algorithm provides acceptable accuracy while maintaining a steady and high frame rate, which in some cases improves on the previous algorithm’s rate by more than two orders of magnitude.

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Index Terms:
Collision detection, time-critical computing, real-time performance, interaction, four dimensions, approximation.
Citation:
Philip M. Hubbard, "Collision Detection for Interactive Graphics Applications," IEEE Transactions on Visualization and Computer Graphics, vol. 1, no. 3, pp. 218-230, Sept. 1995, doi:10.1109/2945.466717
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