TY - GEN
T1 - Dynamic collision detection in virtual worlds using HV partition
AU - Fang, J. J.
AU - Clark, D. E.R.
AU - Simmons, J. E.L.
N1 - Publisher Copyright:
© 1995 American Society of Mechanical Engineers (ASME). All rights reserved.
PY - 1995
Y1 - 1995
N2 - In this paper, a simulated three-dimensional virtual world is created with a virtual 3D space ball for virtual otyect control. We propose a new technique called HV Partition to detect accurate collision on the assembly of two polyhedral solids in virtual simulation. This is a solid-based detection methodology achieved by automatically partitioning the object into smaller solid boxes. Mechanical components, represented by non-convex polyhedra, traversing any degree of freedom, are applied in tliis environment. Using this HV Partition method, the accurate interference between two polyhedral objects can be found. The HV Partition methodology is applied following initial approximate collision detection using traditional bounding box and bounding sphere methods. The smaller the number of smaller boxes, the quicker is the performance of the collision algorithm. An automatic partition method is also given to reduce the number of smaller boxes in an object.
AB - In this paper, a simulated three-dimensional virtual world is created with a virtual 3D space ball for virtual otyect control. We propose a new technique called HV Partition to detect accurate collision on the assembly of two polyhedral solids in virtual simulation. This is a solid-based detection methodology achieved by automatically partitioning the object into smaller solid boxes. Mechanical components, represented by non-convex polyhedra, traversing any degree of freedom, are applied in tliis environment. Using this HV Partition method, the accurate interference between two polyhedral objects can be found. The HV Partition methodology is applied following initial approximate collision detection using traditional bounding box and bounding sphere methods. The smaller the number of smaller boxes, the quicker is the performance of the collision algorithm. An automatic partition method is also given to reduce the number of smaller boxes in an object.
UR - http://www.scopus.com/inward/record.url?scp=85103464263&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85103464263&partnerID=8YFLogxK
U2 - 10.1115/cie1995-0818
DO - 10.1115/cie1995-0818
M3 - Conference contribution
AN - SCOPUS:85103464263
T3 - Proceedings of the ASME Design Engineering Technical Conference
SP - 905
EP - 910
BT - ASME 1995 15th International Computers in Engineering Conference, CIE 1995 and the ASME 1995 9th Annual Engineering Database Symposium collocated with the ASME 1995 Design Engineering Technical Conferences
PB - American Society of Mechanical Engineers (ASME)
T2 - ASME 1995 15th International Computers in Engineering Conference, CIE 1995 and the ASME 1995 9th Annual Engineering Database Symposium collocated with the ASME 1995 Design Engineering Technical Conferences
Y2 - 17 September 1995 through 20 September 1995
ER -