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dc.contributor.authorTeschner, Matthiasen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.contributor.authorFedkiw, Ronen_US
dc.contributor.authorBridson, Roberten_US
dc.contributor.authorRedon, Stephaneen_US
dc.contributor.authorVolino, Pascalen_US
dc.contributor.authorZachmann, Gabrielen_US
dc.contributor.editorNadia Magnenat-Thalmann and Katja Bühleren_US
dc.date.accessioned2015-07-19T17:06:49Z
dc.date.available2015-07-19T17:06:49Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egt.20061070en_US
dc.description.abstractIn contrast to real-world scenarios, object representations in virtual environments have no notion of interpenetration. Therefore, algorithms for the detection of interfering object representations are an essential component in virtual environments. Applications are wide-spread and can be found in areas such as surgery simulation, games, cloth simulation, and virtual prototyping. Early collision detection approaches have been presented in robotics and computational geometry more than twenty years ago. Nevertheless, collision detection is still a very active research topic in computer graphics. This ongoing interest is constantly documented by new results presented in journals and at major conferences, such as Siggraph and Eurographics. In order to enable a realistic behavior of interacting objects in dynamic simulations, collision detection algorithms have to be accompanied by collision response schemes.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleCollision Handling and its Applicationsen_US
dc.description.seriesinformationEurographics 2006: Tutorialsen_US
dc.description.sectionheadersen_US
dc.identifier.doi10.2312/egt.20061070en_US
dc.identifier.pages1279-1339en_US


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