Issue No. 03 - September (1995 vol. 1)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/2945.466717
<p><it>Abstract</it>—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.</p>
Collision detection, time-critical computing, real-time performance, interaction, four dimensions, approximation.
Philip M. Hubbard, "Collision Detection for Interactive Graphics Applications", IEEE Transactions on Visualization & Computer Graphics, vol. 1, no. , pp. 218-230, September 1995, doi:10.1109/2945.466717