{"title":"两个复杂三维多边形物体在渲染硬件中的实际碰撞检测","authors":"J. Dinerstein, P. Egbert","doi":"10.1109/EGUK.2002.1011282","DOIUrl":null,"url":null,"abstract":"We present a technique to perform real-time collision detection of two complex 3D polygon objects using commodity and workstation rendering hardware. This technique is O(n), and performs favorably in comparison to existing traditional methods in many circumstances. On PCs or workstations, this technique can be performed almost entirely in rendering hardware. This frees general CPU cycles for other processing tasks. Alternatively, more CPU cycles can be used for collision detection, freeing rendering hardware cycles for other tasks. This technique is also highly customizable to specific applications.","PeriodicalId":226195,"journal":{"name":"Proceedings 20th Eurographics UK Conference","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Practical collision detection in rendering hardware for two complex 3D polygon objects\",\"authors\":\"J. Dinerstein, P. Egbert\",\"doi\":\"10.1109/EGUK.2002.1011282\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a technique to perform real-time collision detection of two complex 3D polygon objects using commodity and workstation rendering hardware. This technique is O(n), and performs favorably in comparison to existing traditional methods in many circumstances. On PCs or workstations, this technique can be performed almost entirely in rendering hardware. This frees general CPU cycles for other processing tasks. Alternatively, more CPU cycles can be used for collision detection, freeing rendering hardware cycles for other tasks. This technique is also highly customizable to specific applications.\",\"PeriodicalId\":226195,\"journal\":{\"name\":\"Proceedings 20th Eurographics UK Conference\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2002-06-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings 20th Eurographics UK Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/EGUK.2002.1011282\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings 20th Eurographics UK Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EGUK.2002.1011282","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Practical collision detection in rendering hardware for two complex 3D polygon objects
We present a technique to perform real-time collision detection of two complex 3D polygon objects using commodity and workstation rendering hardware. This technique is O(n), and performs favorably in comparison to existing traditional methods in many circumstances. On PCs or workstations, this technique can be performed almost entirely in rendering hardware. This frees general CPU cycles for other processing tasks. Alternatively, more CPU cycles can be used for collision detection, freeing rendering hardware cycles for other tasks. This technique is also highly customizable to specific applications.