A GJK Based Real-Time Collision Detection Algorithm for Moving Objects

Author(s):  
Sangyoung Oh ◽  
Seonmin Hwang
2013 ◽  
Vol 433-435 ◽  
pp. 1926-1929
Author(s):  
Wei Zhao ◽  
Ying Zhang

The rapid real-time collision detection is one of technical difficulties in large-scale simulation of complex dynamic scenes. Complex large-scale real-time scenario, demands of users on the efficiency and the accuracy of collision detection is higher and higher, which has made it become the subject of people to study. Based on the domestic and foreign existing collision detection algorithm, improved the process of collision detection framework, designed and implemented parallel collision detection with method of SIMD technology and multithreading programming, and made combination of these used in the collision detection of complex and dynamic scenes. Experimental results show that the algorithm design made the object in large and complex space of the 3D scene could be achieved real-time simulation. And the method solved the graphic images of moving objects and undetected penetration phenomena, shorten the detection time and response time of the collision for deformation object, increased the realism and immersion.


2013 ◽  
Vol 846-847 ◽  
pp. 1372-1375
Author(s):  
Wei Zhao ◽  
Li Ming Ye

An optimized collision detection algorithm based on dynamic bounding volume tree is proposed in this paper. First this algorithm adopts spatial division to exclude objects which cant intersect to define the potential intersection areas. Then use a new dynamic OBB bounding volume tree to test whether the intersection happened between the objects in the same grid. At last, this algorithm improves the traditional overlapping test between the primitives for accurate collision detection to accelerate the detection between objects. Compared to the traditional collision detection algorithm based on OBB bounding volume. This algorithm can effectively improve the real-time of the collision detection without affecting the accuracy of original collision detection.


2014 ◽  
Vol 519-520 ◽  
pp. 833-837
Author(s):  
Hui Yan Qu ◽  
Wei Zhao

In order to solve the virtual objects intersect problem in virtual environment, real-time fast CD application must be used in virtual environment. Collision detection algorithm based on a SIMD parallel was proposed. For ordered lists we used methods for N processors to search ordered sequence simultaneously, to select a valid range through an iterative, to retain the public segment as an iterative sequence so that to complete the division of the interval and data selection. It can improve the reconstruction of the bounding box of the data selected when these two algorithms applied to the detection of the CD. Experimental results show that compared with the classical reconstruction algorithm, the proposed algorithm has better time complexity and improve the efficiency of the CD.


2014 ◽  
Vol 687-691 ◽  
pp. 3893-3896
Author(s):  
Ming Quan Wang ◽  
Wei Zhao ◽  
Hui Yan Qu

In order to improve the speed of collision detection between objects in the large-scale and complex scene, this paper proposed an improved collision detection algorithm based on GPU, In this method, we first divided the virtual space into several grids to rule out the impossible intersecting objects rapidly using the GPU acceleration technology; secondly, we adopted parallel technology to build K - DOP bounding boxes for the objects in the same grids and then detected whether the K - DOP bounding boxes intervene or collide to conform the potential colliding primitive pairs; Finally we traveled the final triangle intersection tests on GPU. Compared to the traditional K-DOP compared bounding box collision detection, The algorithm can effectively improve the real-time collision detection.


2013 ◽  
Vol 433-435 ◽  
pp. 932-935
Author(s):  
Wei Zhao ◽  
Li Ming Ye

In order to improve the real-time and accuracy in the collision detection technology, a collision detection algorithm based on spatial partitioning and bounding volume was proposed . This algorithm adopted different spatial division strategies for different locations of the spaces according to the details in the scenes to exclude objects which can not intersect.Thus defined the potential intersection areas. Then we used a dynamic S-AABB hierarchy bounding boxes to test whether the intersection happened between the objects in the same grids. We used the sphere boxes to rule out the disjoint objects quickly. Then constructed the dynamic AABB bounding boxes trees for the rest of objects for further intersection test. At last, we improved the traditional overlapping test between the primitives for accurate collision detection . Compared to the traditional collision detection algorithm based on spatial partitioning and AABB bounding volume. This algorithm effectively improves the real-time of the collision detection without affecting the accuracy of original collision detection.


Sensors ◽  
2020 ◽  
Vol 20 (17) ◽  
pp. 4857
Author(s):  
Bin Wang ◽  
Ruiqi Zhang ◽  
Chong Xi ◽  
Jing Sun ◽  
Xiaochun Yang

Real-time and accurate interaction technology is required to realize new wearable Mixed Reality (MR) solutions. At present, the mainstream interaction method relies on gesture detection technology, which has two shortcomings: 1. the hand feature points may easily be obstructed by obstacles and cannot be detected and 2. the kinds of gesture that can be recognized are limited. Hence, it cannot support complex interactions well. Moreover, the traditional collision detection algorithm has difficulty detecting the collision between real and virtual objects under motion. Because location information of real objects needs updating in real time, it is easy to lose collision detection under high speeds. In the implementation of our system, Mixed Reality Table Tennis System, we propose novel methods which overcome these shortcomings. Instead of using gesture detection technology, we use a locator as the main input device and build a data exchange channel for the devices, so that the system can update the motion state of the racket in real time. Besides, we adjust the thickness of the collider dynamically to solve the collision detection problem and calculate rebound results responding to the motion state of the racket and the ball. Experimental results show that our method avoids losing collision detection and improves the authenticity of simulation. It keeps good interaction in real time.


2014 ◽  
Vol 519-520 ◽  
pp. 824-827
Author(s):  
Hui Yan Qu ◽  
Wei Zhao

This paper presents a doubling technology of fast traverse of the list .When parallel call recursively, distance of the division between data gradually doubled after completion of the operation, it was completed the operation of all the data the distance of 2M after calculation of M times. The experiment results show that the proposed method has higher efficiency compared with the normal stand-alone computing and parallel computing so it achieved real-time of CD.


2013 ◽  
Vol 433-435 ◽  
pp. 936-939 ◽  
Author(s):  
Xue Jing Ding

To enhance the real-time and accuracy of collision detection in virtual environment, introduces oriented bounding box (OBB) technology of hierarchical bounding box collision detection algorithm:construction of bounding box, generation of bounding box tree, implementation of collision detection algorithm,overlap judgement of bounding box. Collision detection algorithm based on OBB in this article is applied to solve the problem of collision detection between rigid bodies.


2012 ◽  
Vol 472-475 ◽  
pp. 2608-2611 ◽  
Author(s):  
Yan Bin Zheng ◽  
Ling Yun Guo ◽  
Jing Jing Liu

The collision detection in virtual scene can effectively improve the fidelity of virtual reality, however, the existing collision detection algorithm are not fully ideal. In this paper, a collision detection optimization algorithm based on hybrid bounding volumes is presented to improve the real-time ability of bounding volumes collision detection. The algorithm combines the simplicity of AABB-AABB overlap test with the tightness of k-dops. Bounding volumes binary trees of the objects are designed as double-layered structure, which employ AABBs at the top layer, and k-dops at other layers. The intersection test uses different methods to detect the contact status among objects. Quest tree method is used to speed up the algorithm. Experiment results show that the algorithm above is efficient in improving the real-time and accuracy of collision detecting.


2015 ◽  
Vol 27 (6) ◽  
pp. 793-802 ◽  
Author(s):  
Hengliang Shi ◽  
Xiaolei Bai ◽  
Jianhui Duan

Purpose – In cloth animation field, the collision detection of fabric under external force is very complex, and difficult to satisfy the needs of reality feeling and real time. The purpose of this paper is to improve reality feeling and real-time requirement. Design/methodology/approach – This paper puts forward a mass-spring model with building bounding-box in the center of particle, and designs the collision detection algorithm based on Mapreduce. At the same time, a method is proposed to detect collision based on geometric unit. Findings – The method can quickly detect the intersection of particle and triangle, and then deal with collision response according to the physical characteristics of fabric. Experiment shows that the algorithm improves real-time and authenticity. Research limitations/implications – Experiments show that 3D fabric simulation can be more efficiency through parallel calculation model − Mapreduce. Practical implications – This method can improve the reality feeling, and reduce calculation quantity. Social implications – This collision-detection can be used into more fields such as 3D games, aero simulation training and garments automation. Originality/value – This model and method have originality, and can be used to 3D animation, digital entertainment, and garment industry.


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