Real time accurate collision detection for virtual characters

Autores: Andoni Mujika and David Oyarzun and Aitor Arrieta and María del Puy Carretero

Fecha: 08.02.2010


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Abstract

This paper presents an accurate real time collision detection algorithm for interactively animated virtual characters using sphere-trees as Bounding Volume Hierarchies. We build upon a fast mathematical method for on-demand sphere refitting during the animation and improve it for being applicable to any object, without dependency on its geometrical level of detail or its dynamic/static behavior. It uses sphere-plane intersection test as the exact test in the collision detection algorithm instead of the usual triangle-triangle one. Corner-trees, a special hierarchy that ensures the utilization of the plane-sphere intersection test is right, are also presented. In the worst case, the optimization decreases in 25% the time needed to process a frame in extreme conditions. The algorithm has been successfully tested on a real time and collaborative 3D virtual world.

BIB_text

@Article {
author = {Andoni Mujika and David Oyarzun and Aitor Arrieta and María del Puy Carretero},
title = {Real time accurate collision detection for virtual characters},
pages = {123-130},
keywds = {
Real-time Collision Detection, Bounding Volume Hierarchies, Virtual Character Animation
}
abstract = {
This paper presents an accurate real time collision detection algorithm for interactively animated virtual characters using sphere-trees as Bounding Volume Hierarchies. We build upon a fast mathematical method for on-demand sphere refitting during the animation and improve it for being applicable to any object, without dependency on its geometrical level of detail or its dynamic/static behavior. It uses sphere-plane intersection test as the exact test in the collision detection algorithm instead of the usual triangle-triangle one. Corner-trees, a special hierarchy that ensures the utilization of the plane-sphere intersection test is right, are also presented. In the worst case, the optimization decreases in 25% the time needed to process a frame in extreme conditions. The algorithm has been successfully tested on a real time and collaborative 3D virtual world.
}
isbn = {978-80-86943-87-9},
date = {2010-02-08},
year = {2010},
}
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