Collision detection algorithm for NURBS surfaces in interactive applications

被引:0
作者
Pagé, F [1 ]
Guibault, F [1 ]
机构
[1] Ecole Polytech, Dept Genie Informat, Montreal, PQ H3C 3A7, Canada
来源
CCECE 2003: CANADIAN CONFERENCE ON ELECTRICAL AND COMPUTER ENGINEERING, VOLS 1-3, PROCEEDINGS: TOWARD A CARING AND HUMANE TECHNOLOGY | 2003年
关键词
collision detection; NURBS surface; oriented bounding box;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Video games have reached a new level of realism. Programmable shading, 3D physics simulation and curved surfaces will soon become standard features. Real time collision detection, needed for this kind of application, is a difficult problem with no known optimal solution. We present a new algorithm for interactive collision detection between dynamic NURBS surfaces. It is intended to be used in real time applications, particularly in 3D video games embedded in an environment governed by simulated physical laws. This algorithm creates oriented bounding boxes (or OBB) on the fly with the surface control points and tests them for overlapping. If this test fails, the surfaces are subdivided into smaller NURBS surfaces and the algorithm is called recursively on these new surfaces. It stops when a certain precision level is reached, that is user definable as a function of the application. The results are the world space coordinates of the contact point, and the (u, v) parametric coordinates on both surfaces. The use of OBB allows for fast and memory efficient collision tests. The construction of an OBB with the surface's control points is simple and leads to a tightfitting bounding volume, which is the key of this fast collision detection algorithm.
引用
收藏
页码:1417 / 1420
页数:4
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