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This document explores various advanced techniques in collision detection (CD) applicable to real-time rendering. It discusses simplifying CD for specific applications, such as ray-heightfield tests for cars on terrain, and extends into topics like self-intersection CD and VR CD using BSP trees. Additionally, it covers building hierarchies for collision detection, the costs associated with different methods, and the intricacies of GJK algorithms. The material also differentiates between AABB and OBB, elaborates on the separating axis theorem, and delves into breadth-first vs. depth-first collision testing strategies.
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Collision Supplement Ref: Real-Time Rendering
Application-Specific • Sometimes CD can be simplified • Car on terrain (ray-heightfield test)
CD using BSP • Doom
CD using BSP (cont) • Consider size of character (cylinder)
BVH • Collision testing • Hierarchy building
K-DOP and k-DOP tree • Suitable for deformable model
Time-critical collision detection • Change from depth0first to breadth first
Distance queries • GJK (next week)
Collision Response (ref) • Pool physics as example This does not yet address the shots as Masse, draw and topspin t n
Quiz • The difference between AABB and OBB • Describe separating axis theorem • BVH: collision test depth first or breadth first