Practical collision detection in rendering hardware for two complex 3D polygon objects

J. Dinerstein, P. Egbert
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引用次数: 1

Abstract

We present a technique to perform real-time collision detection of two complex 3D polygon objects using commodity and workstation rendering hardware. This technique is O(n), and performs favorably in comparison to existing traditional methods in many circumstances. On PCs or workstations, this technique can be performed almost entirely in rendering hardware. This frees general CPU cycles for other processing tasks. Alternatively, more CPU cycles can be used for collision detection, freeing rendering hardware cycles for other tasks. This technique is also highly customizable to specific applications.
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两个复杂三维多边形物体在渲染硬件中的实际碰撞检测
我们提出了一种技术来执行实时碰撞检测两个复杂的三维多边形对象使用商品和工作站渲染硬件。这种技术是0 (n),在许多情况下,与现有的传统方法相比,它的性能更好。在pc或工作站上,这种技术几乎完全可以在呈现硬件时执行。这为其他处理任务释放了一般CPU周期。或者,可以将更多的CPU周期用于碰撞检测,从而为其他任务释放渲染硬件周期。对于特定的应用程序,这种技术也是高度可定制的。
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