BOCST: Branch On-Collide Sphere-Trees
In this paper, a fast sphere-tree generation method used for collision detection called Branch On-collide Sphere-trees is proposed. Using the video card graphic processing unit (GPU), a sphere-tree is constructed in real-time inside an animation. With this method, the core memory usage is minimized...
| Autores: | , |
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| Tipo de recurso: | informe técnico |
| Fecha de publicación: | 2005 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2117/85661 |
| Acceso en línea: | https://hdl.handle.net/2117/85661 |
| Access Level: | acceso abierto |
| Palabra clave: | Sphere-tree construction Collision detection Viewing volume Graphics hardware Àrees temàtiques de la UPC::Informàtica::Infografia |
| Sumario: | In this paper, a fast sphere-tree generation method used for collision detection called Branch On-collide Sphere-trees is proposed. Using the video card graphic processing unit (GPU), a sphere-tree is constructed in real-time inside an animation. With this method, the core memory usage is minimized because no pre-computed data is loaded at any time during simulation life cycle. With our method, real-time conservative collision detection is achieved using the GPU, core memory is managed efficiently and the error is lowered using fast-construction sphere-tree structures. |
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