dc.contributor.author | Weller, Rene | en_US |
dc.contributor.author | Frese, Udo | en_US |
dc.contributor.author | Zachmann, Gabriel | en_US |
dc.contributor.editor | Jan Bender and Jeremie Dequidt and Christian Duriez and Gabriel Zachmann | en_US |
dc.date.accessioned | 2014-02-06T13:47:34Z | |
dc.date.available | 2014-02-06T13:47:34Z | |
dc.date.issued | 2013 | en_US |
dc.identifier.isbn | 978-3-905674-57-6 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/PE.vriphys.vriphys13.061-070 | en_US |
dc.description.abstract | We prove that the maximum number of intersecting pairs spheres between two sets of polydisperse sphere packings is linear in the worst case. This observation is the basis for a new collision detection algorithm. Our new approach guarantees a linear worst case running time for arbitrary 3D objects. Additionally, we present a parallelization of our new algorithm that runs in constant time, even in the worst case. Consequently, it is perfectly suited for all time-critical environments that allow only a fixed time budget for finding collision. Our implementation using CUDA shows collision detection at haptic rates for complex objects. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry and Object Modeling | en_US |
dc.subject | Geometric algorithms | en_US |
dc.title | Parallel Collision Detection in Constant Time | en_US |
dc.description.seriesinformation | Workshop on Virtual Reality Interaction and Physical Simulation | en_US |