Conference Paper

Research on Collision Detection Algorithm Based on AABB.

DOI: 10.1109/ICNC.2009.196 In proceeding of: Fifth International Conference on Natural Computation, ICNC 2009, Tianjian, China, 14-16 August 2009, 6 Volumes
Source: DBLP

ABSTRACT An improved collision detection algorithm based on AABB is presented. During the global search, each axis is cut into a series of segments containing the same number of AABBs' projection intervals, and Shell sort is adopted to sort projection lists, not insertion sort. This will avoid needless intersecting test of AABB. During the local detection, the amount of byte of AABB bounding-volume for internal node is reduced according to the constructing process of AABB tree, and leaf nodes are wiped from tree structure The storage of AABB tree is compressed. This method can save a large amount of space and speed up the algorithm. Experiments indicate that the improved algorithm reduce detection time for the same models.

  • [Show abstract] [Hide abstract]
    ABSTRACT: This paper presents a new contact searching algorithm for large deformation mortar-based contact formulations. In this algorithm, a bounding volume hierarchy, defined in the context of a binary tree, is built for each contact surface based on the geometry of the surface. A global contact searching procedure based on these bounding volume trees is first performed to find all candidate contact element pairs, and then a local searching procedure is done to find all the mortar segments having contributions to the mortar integrals that define the contact formulation. The searching algorithm is shown to be very efficient and readily applicable to a variety of large sliding contact problems.
    Computational Mechanics 12/2007; 41(2):189-205. · 2.43 Impact Factor
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: A fast routine for testing whether a triangle and a box are overlapping in three dimensions is presented. The test is derived using the separating axis theorem, whereafter the test is simplified and the code is optimized for speed. We show that this approach is 2.3 vs. 3.8 (PC vs. Sun) times faster than previous routines. It can be used for faster collision detection and faster voxelization in inter active ray tracers. The code is available online.
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: This article presents the Voronoi-clip, or V-Clip, collision detection alogrithm for polyhedral objects specified by a boundary representation. V-Clip tracks the closest pair of features between convex polyhedra, using an approach reminiscent of the Lin-Canny closest features algorithm. V-Clip is an improvement over the latter in several respects. Coding complexity is reduced, and robustness is significantly improved; the implementation has no numerical tolerances and does not exhibit cycling problems. The algorithm also handles penetrating polyhedra, and can therefore be used to detect collisions between nonvconvex polyhedra described as hierarchies of convex pieces. The article presents the theoretical principles of V-Clip, and gives a pseudocode description of the algorithm. It also documents various test that compare V-Clip, Lin-Canny, and the Enhanced GJK algorithm, a simplex-based algorithm that is widely used for the same application. The results show V-Clip to be a strong contender in this field, comparing favorably with the other algorithms in most of the tests, in term of both performance and robustness.
    ACM Trans. Graph. 01/1998; 17:177-208.