N.M. Suaib, A. Bade, D. Daman, and M.S. Sunar (Malaysia)
Collision detection, interactive virtual environment,computer graphics.
This paper will introduce a review of some of the
previous work in collision detection in Section 2, focusing
on bounding volumes hierarchies. In Section 3, we will
describe our unified bounding volume strategy,
construction of the AABB and k-Dops hierarchy, along
with the traversal algorithms. We conclude this paper
with our current research directions in order to perform
real-time and faster collision detection scheme.
This paper presents a collision detection strategy for
interactive computer simulated environment. The
environment consists of large and complex dynamic
objects undergoing rigid-body motion. The strategy relies
on two distinct portions. In order to achieve fast overlap
checking, we perform Hierarchical Axis-Aligned
Bounding Box (AABB) in the first phase. Once AABB
testing is positive (indicating detected collision), Discrete
Orientation Polytope (k-Dops) approach will then be
conducted as a sureness indicator for collision detection
checking. We believe that our potential strategy is
appropriate for large and complex dynamic environment.
2. Previous Work
Many computer graphics algorithms use Bounding
Volume (BV) approach in order to improve their
performance. The BV of a geometric object is a simple
volume enclosing the object. BVs are used to speed up
computation and rendering process, but they are not
directly involved in the rendering process . BV has
long been used in other fields. The primary exploration
was probably used in raytracing algorithm since 1986.
Some literatures claimed that earlier effort using BV for
collision detection schemes was set up by Moore and
Wilhems in 1988 .