{"title":"拥挤交互环境下混合碰撞检测算法的性能评价","authors":"R. S. Rocha, M. A. Rodrigues, L. Taddeo","doi":"10.1109/SIBGRAPI.2006.34","DOIUrl":null,"url":null,"abstract":"Crowded interactive environments composed of a large number of objects need a fast, accurate and scalable mechanism for collision detection. This work presents a detailed performance analysis of a hybrid collision detection algorithm for highly interactive and crowded environments. Extensive tests were conducted and the performance of the algorithm was evaluated in terms of output quality and running time, by applying a usability criteria. The results show that interactive frame rates for environments composed of 1000 colliding objects can be successfully achieved with a good level of user satisfaction using the sweep & prune algorithm together with sphere-trees generated by the combined algorithm","PeriodicalId":253871,"journal":{"name":"2006 19th Brazilian Symposium on Computer Graphics and Image Processing","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Performance Evaluation of a Hybrid Algorithm for Collision Detection in Crowded Interactive Environments\",\"authors\":\"R. S. Rocha, M. A. Rodrigues, L. Taddeo\",\"doi\":\"10.1109/SIBGRAPI.2006.34\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Crowded interactive environments composed of a large number of objects need a fast, accurate and scalable mechanism for collision detection. This work presents a detailed performance analysis of a hybrid collision detection algorithm for highly interactive and crowded environments. Extensive tests were conducted and the performance of the algorithm was evaluated in terms of output quality and running time, by applying a usability criteria. The results show that interactive frame rates for environments composed of 1000 colliding objects can be successfully achieved with a good level of user satisfaction using the sweep & prune algorithm together with sphere-trees generated by the combined algorithm\",\"PeriodicalId\":253871,\"journal\":{\"name\":\"2006 19th Brazilian Symposium on Computer Graphics and Image Processing\",\"volume\":\"26 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-12-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2006 19th Brazilian Symposium on Computer Graphics and Image Processing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SIBGRAPI.2006.34\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2006 19th Brazilian Symposium on Computer Graphics and Image Processing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIBGRAPI.2006.34","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Performance Evaluation of a Hybrid Algorithm for Collision Detection in Crowded Interactive Environments
Crowded interactive environments composed of a large number of objects need a fast, accurate and scalable mechanism for collision detection. This work presents a detailed performance analysis of a hybrid collision detection algorithm for highly interactive and crowded environments. Extensive tests were conducted and the performance of the algorithm was evaluated in terms of output quality and running time, by applying a usability criteria. The results show that interactive frame rates for environments composed of 1000 colliding objects can be successfully achieved with a good level of user satisfaction using the sweep & prune algorithm together with sphere-trees generated by the combined algorithm