Real-time Collision Checking for 3D Object Positioning in Sparse Environments
This paper presents an implementation of real-time collision checking techniques included in a 3D scene generation system. These type of systems are designed to allow the user to define, create and modify a synthetic scene (environment) from isolated objects. When designers work on the environment, one of the most time-demanding tasks is the positioning of an object touching or lying on other objects or making sure that an object is collision-free. This collision checking for solid objects is expensive in terms of algorithm complexity and CPU use and some constraints should be imposed in its implementation in order to decrease the global complexity. We exploit the observation that the number of object collisions is small when defining a scene. Collisions mainly occur among the moving object and those who define supporting surfaces in the scene (floor-objects). As this reduction in scene complexity is not enough to achieve real-time collision detection, we use techniques which limit further the intersection domain complexity. Finally, we present some statistics of simulation results showing the performance characteristics of the method.
KeywordsCollision Detection Computer Animation Face Intersection Collision Check Collision Detection Algorithm
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