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Book ChapterDOI

Collision and Proximity Queries

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TLDR
In a geometric context, a collision or proximity query reports information about the relative configuration or placement of two objects as mentioned in this paper, and the common examples of such queries include checking whether two objects overlap in space, or whether their boundaries intersect, or computing the minimum Euclidean separation distance between their boundaries.
Abstract
In a geometric context, a collision or proximity query reports information about the relative configuration or placement of two objects Some of the common examples of such queries include checking whether two objects overlap in space, or whether their boundaries intersect, or computing the minimum Euclidean separation distance between their boundaries Hundreds of papers have been published on different aspects of these queries in computational geometry and related areas such as robotics, computer graphics, virtual environments, and computer-aided design These queries arise in different applications including robot motion planning, dynamic simulation, haptic rendering, virtual prototyping, interactive walkthroughs, computer gaming, and molecular modeling For example, a large-scale virtual environment, eg, a walkthrough, creates a model of the environment with virtual objects Such an environment is used to give the user a sense of presence in a synthetic world and it should make the images of both the user and the surrounding objects feel solid The objects should not pass through each other, and objects should move as expected when pushed, pulled, or grasped; see Fig 3901 Such actions require fast and accurate collision detection between the geometric representations of both real and virtual objects Another example is rapid prototyping, where digital representations of mechanical parts, tools, and machines, need to be tested for interconnectivity, functionality, and reliability In Fig 3902, the motion of the pistons within the combustion chamber wall is simulated to check for tolerances and verify the design

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Citations
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Journal ArticleDOI

Efficient distance computation in configuration space

TL;DR: This work addresses the problem of computing a measure of the distance between two configurations of a rigid or an articulated model by using Chasles theorem from Screw theory and shows that for a rigid model the maximum distance is realized by one of the vertices on the convex hull of the model.

Efficient motion planning using generalized penetration depth computation

TL;DR: This dissertation aims to provide a history of CAD in China from 1989 to 2002, a period chosen in order to explore its roots as well as specific cases up to and including the year in which CAD pioneer Wang Yaqiong died.
Journal IssueDOI

Time-critical collision handling for deformable modeling

TL;DR: A time-critical collision handling approach for deformable objects that provides a physically plausible collision handling in the case of incomplete or inconsistent collision information and given time constraints can be guaranteed.

The framework of bounding volume hierarchies for detecting interference in urban simulation

TL;DR: This paper proposes a collision detection technique between static rigid objects that exists in urban simulation for detecting object interference using bounding-volume hierarchies (BVHs), and has been made using Microsoft Visual C++ 2005 with OpenGL.
Journal ArticleDOI

Determining the directional contact range of two convex polyhedra

TL;DR: This paper proposes a robust and efficient computation scheme to determine the directional contact range of two polyhedra that requires the construction of only a subset of the faces of the Minkowski difference, and resolves the directional range efficiently.
References
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Proceedings ArticleDOI

OBBTree: a hierarchical structure for rapid interference detection

TL;DR: A data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion that can robustly and accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates are presented.
Journal ArticleDOI

A fast procedure for computing the distance between complex objects in three-dimensional space

TL;DR: An algorithm for computing the Euclidean distance between a pair of convex sets in R/sup m/ has special features which makes its application in a variety of robotics problems attractive.
Journal ArticleDOI

Approximating polyhedra with spheres for time-critical collision detection

TL;DR: A method for approximating polyhedral objects to support a time-critical collision-detectional algorithm that maintains its real-time performance as objects become more complicated, even as they exceed previouslyreported complexity levels by a factor of more than 10.
Proceedings ArticleDOI

Geometric intersection problems

TL;DR: An O(N log N) algorithm is given to determine whether any two intersect and use it to detect whether two simple plane polygons intersect and to show that the Simplex method is not optimal.
Journal ArticleDOI

V-Clip: fast and robust polyhedral collision detection

TL;DR: The Voronoi-clip, or V-Clip, collision detection alogrithm for polyhedral objects specified by a boundary representation is presented, and the theoretical principles and pseudocode description of the algorithm are presented.
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