Real-time Collision Checking for 3D Object Positioning in Sparse Environments

  • Jaume Jaume
  • Ricardo Galli
  • Ramon Mas
  • Miquel Mascaró-Oliver
Part of the Workshops in Computing book series (WORKSHOPS COMP.)


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.


Collision Detection Computer Animation Face Intersection Collision Check Collision Detection Algorithm 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© British Computer Society 1995

Authors and Affiliations

  • Jaume Jaume
    • 1
  • Ricardo Galli
    • 1
  • Ramon Mas
    • 1
  • Miquel Mascaró-Oliver
    • 1
  1. 1.Department of Mathematics and Computer ScienceUniversitat de les Illes BalearsPalma de MallorcaSpain

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