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dc.contributor.authorWeller, Reneen_US
dc.contributor.authorFrese, Udoen_US
dc.contributor.authorZachmann, Gabrielen_US
dc.contributor.editorJan Bender and Jeremie Dequidt and Christian Duriez and Gabriel Zachmannen_US
dc.date.accessioned2014-02-06T13:47:34Z
dc.date.available2014-02-06T13:47:34Z
dc.date.issued2013en_US
dc.identifier.isbn978-3-905674-57-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE.vriphys.vriphys13.061-070en_US
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectGeometric algorithmsen_US
dc.titleParallel Collision Detection in Constant Timeen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


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