Parallel Collision Detection in Constant Time

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Date
2013
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We prove that the maximum number of intersecting pairs spheres between two sets of polydisperse sphere packings is linear in the worst case. This observation is the basis for a new collision detection algorithm. Our new approach guarantees a linear worst case running time for arbitrary 3D objects. Additionally, we present a parallelization of our new algorithm that runs in constant time, even in the worst case. Consequently, it is perfectly suited for all time-critical environments that allow only a fixed time budget for finding collision. Our implementation using CUDA shows collision detection at haptic rates for complex objects.
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@inproceedings{
:10.2312/PE.vriphys.vriphys13.061-070
, booktitle = {
Workshop on Virtual Reality Interaction and Physical Simulation
}, editor = {
Jan Bender and Jeremie Dequidt and Christian Duriez and Gabriel Zachmann
}, title = {{
Parallel Collision Detection in Constant Time
}}, author = {
Weller, Rene
and
Frese, Udo
and
Zachmann, Gabriel
}, year = {
2013
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-905674-57-6
}, DOI = {
/10.2312/PE.vriphys.vriphys13.061-070
} }
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