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Fast Proximity Queries for Large Game Environments
Price $5.95
Stock Unlimited
Weight 8 lb, 1 oz
SKU GDC-03-130
Fast Proximity Queries for Large Game Environments,

Programming, Lecture

Ming Lin
Professor, University of North Carolina
The problems of collision or interference detection between two or more objects in dynamic environments are fundamental in computer graphics, robotics and computer simulated environments. These problems have been extensively studied in the literature. However, few efficient and accurate algorithms are known for large, complex dynamic settings, especially those encountered in the game environments. We will present fast algorithms for contact determination and interference detection between geometric models undergoing motion, as well as processing and management of large number of objects in the environment. The algorithms make use of temporal and spatial coherence between successive instances and hierarchical data structures. Their running time is a function of the motion between successive instances. The main characteristics of these algorithms are their simplicity and efficiency. They have been implemented. We will demonstrate their application in interaction with walkthroughs, multi-body simulation and physically-based simulation. A major subset of these implementations, including I-Collide, RAPID, V-Collide, PQP, SWIFT/SWIFT++, PIVOT and DEEP are available as part of the collision detection packages available at the UNC-CH website.

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