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Collision Supplement

Collision Supplement. Ref: Real-Time Rendering. Application-Specific. Sometimes CD can be simplified Car on terrain (ray-heightfield test). Advanced: Cloth Animation. Cloth Animation (cont). Self Intersection. CD and VR. CD using BSP. Doom. CD using BSP (cont).

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Collision Supplement

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  1. Collision Supplement Ref: Real-Time Rendering

  2. Application-Specific • Sometimes CD can be simplified • Car on terrain (ray-heightfield test)

  3. Advanced: Cloth Animation

  4. Cloth Animation (cont)

  5. Self Intersection

  6. CD and VR

  7. CD using BSP • Doom

  8. CD using BSP (cont) • Consider size of character (cylinder)

  9. BVH • Collision testing • Hierarchy building

  10. Cost function

  11. K-DOP and k-DOP tree • Suitable for deformable model

  12. Time-critical collision detection • Change from depth0first to breadth first

  13. Distance queries • GJK (next week)

  14. Collision Response (ref) • Pool physics as example This does not yet address the shots as Masse, draw and topspin t n

  15. Hardware assisted

  16. Works at UNC

  17. Quiz • The difference between AABB and OBB • Describe separating axis theorem • BVH: collision test depth first or breadth first

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