Fast Continuous Collision Detection between Rigid Bodies

dc.contributor.authorRedon, Stephaneen_US
dc.contributor.authorKheddar, Abderrahmaneen_US
dc.contributor.authorCoquillart, Sabineen_US
dc.date.accessioned2015-02-16T11:47:32Z
dc.date.available2015-02-16T11:47:32Z
dc.date.issued2002en_US
dc.description.abstractThis paper introduces a fast continuous collision detection technique for polyhedral rigid bodies. As opposed to most collision detection techniques, the computation of the first contact time between two objects is inherently part of the algorithm. The method can thus robustly prevent objects interpenetrations or collisions misses, even when objects are thin or have large velocities. The method is valid for general objects (polygon soups), handles multiple moving objects and acyclic articulated bodies, and is efficient in low and high coherency situations. Moreover, the method can be used to speed up existent continuous collision detection methods for parametric or implicit rigid surfaces. The collision detection algorithms have been successfully coupled to a real-time dynamics simulator. Various experiments are conducted that show the method's ability to produce high-quality interaction (precise objects positioning for example) between models up to tens of thousands of triangles, which couldn't have been performed with previous continuous methods.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation - Virtual Realityen_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.identifier.doi10.1111/1467-8659.t01-1-00587en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages279-287en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.t01-1-00587en_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleFast Continuous Collision Detection between Rigid Bodiesen_US
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