Methodology of performing narrow phase collision detection for virtual environment

H. Sulaiman, M. Othman, M. M. Ismail, M. A. Meor Said, A. Bade, Mohd Harun Abdullah
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引用次数: 1

Abstract

Contact determination between near colliding objects is one of crucial issues in virtual environment simulation for nearly accurate collision detection system such as in medical simulation, computer games, and engineering visualization. The contact determination technique consists of distance computation, point of contact and depth penetration phase. It requires information of object direction toward another object that move towards another object that is in opposite direction; resulting in an intersection. The main problem is caused by complex calculations involved in distance approximation resulting speed and efficiency in collision reporting deterioration. The proposed technique starts by first identifying the nearest triangle of corresponding objects that is going to be intersected with another triangle that are bound with an Axis Aligned Bounding-Box (AABB) for whole object. Then, we need to find the parallel line distribution created by each axis of AABB for each triangle. Three sets of testing have been conducted to evaluate and verify the proposed technique with two other common techniques of Lin-Canny and GJK technique. This paper presented our methodology of our solution for computing a single phase collision detection instead of expensive two-phase collision detection algorithm.
虚拟环境中的窄相位碰撞检测方法
在医疗仿真、计算机游戏和工程可视化等虚拟环境仿真中,近距离碰撞物体之间的接触确定是接近精确碰撞检测系统的关键问题之一。接触确定技术包括距离计算、接触点和深度穿透阶段。它需要物体朝向另一个物体的方向信息,这个物体朝向另一个方向相反的物体;导致了一个交叉路口。主要问题是由于距离近似的复杂计算导致碰撞报告的速度和效率下降。该技术首先确定与另一个三角形相交的最近的对应对象的三角形,该三角形与整个对象的轴向边界框(AABB)绑定。然后,我们需要找出AABB的每个轴对每个三角形所产生的平行线分布。进行了三组测试,以评估和验证所提出的技术与其他两种常见技术Lin-Canny和GJK技术。本文提出了一种计算单相碰撞检测而不是昂贵的两相碰撞检测算法的解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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