Path: chuka.playstation.co.uk!news From: Christoph Luerig Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Collision detection Date: Fri, 03 Apr 1998 11:49:30 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 187 Message-ID: <3524B0A9.1C033C61@immd9.informatik.uni-erlangen.de> References: <6fqnjp$sqg1@emeka.playstation.co.uk> <6fr6mi$6ne31@chuka.playstation.co.uk> <3522121E.5527A54E@immd9.informatik.uni-erlangen.de> <6g0qkh$6ne45@chuka.playstation.co.uk> NNTP-Posting-Host: faui90.informatik.uni-erlangen.de Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04C-SGI [en] (X11; I; IRIX 6.3 IP32) > Hello! As far as I can see, these publications are not available on-line for free. To my mind you have three possibilities to obtain these articles. 1) If you have a university with a CG lab in your proximity you could go there and copy the articles from the proceedings. 2) You type in the authors names in your favourite web search engine to find out the e-mail adresses and ask them if they can mail you a PS or PDF version of their papers. 3) The first and the last articles appeared in a SIGGRAPH proceeding. SIGGRAPH is a conference directed by ACM. ACM has a on-line library somewhere at http://www.acm.org, where you can purchase on-line versions of articles (no members also can). > Thanks Christoph, > Any ideas where I can access these > without becoming a member of IEEE (I > only got CSE's at school (suprising > eh?:) ) ) > > Steve 'university of life' Dunn. > > Christoph Luerig wrote in message > <3522121E.5527A54E@immd9.informatik.uni- > erlangen.de>... > >Hello! > > > >Here are some references, that might be > helpful: > > > >Webb R., Gigante M.: "Using Dynamic > Bounding Volume Hierarchies to > >Improve Efficiency of Rigid Body > Simulations", Visual > >Computing, Springer, pp. 825-842, 1992 > > > >Pentland, A. P.: "Computational > Complexity Versus Virtual Worlds", > >Computer Graphics, 24(2): 185-192, > March 1990 > > > >Moore M., Wilhelms J.: "Collision > Detection and Response from Computer > >Animation", Computer Graphics, 22(4): > 289-298, August 1988 > > > >Personally I would start with the last > reference.,as it intorduces to > >the problem comples of collision > detection and reaction. The second > >reference discusses the complexity > problem mentioned by Sony dev. > >support and the first one introduces to > a advanced technique, where a > >hierarchy of bounding volumes is used. > This approach may be interesting > >if you are using a very complex scene, > where little preassumptions can > >be made. > > > > > > > > > >> Hi Lewis, > >> Thanks for the reply. > >> Couldn't find tmd.h & c in the car > demo > >> (couldn't download the car demo! Had > to > >> get it from SCEA). > >> Found it elsewhere in other demos. > Will > >> probably have some Q's when perusing > >> through them. > >> > >> >For N objects, and potentially > >> (N.N-1)/2 pairs of objects, collision > >> >detection > >> >can be expensive; > >> Sorry, I didn't understand that > >> sentence. Perhaps I will understand > it > >> more when I delve into things a bit > >> deeper. > >> > >> > > >> >Other than that, I suggest looking > at > >> the variety of books and > >> >websites .... > >> Any suggestions on good (and > relevant) > >> books and sites ? I've been looking > for > >> the game programmers guru book or > >> whatever they call it. I remember > >> seeing a dusty copy in my local PC > >> World, but some other sad gimp must > have > >> got there before me ! > >> > >> Cheers > >> > >> Steve > >> > >> > via smtpd (for > >> [194.203.13.2]) with SMTP; 31 Mar > 1998 > >> 13:33:39 UT > >> > by camsg001.camb.scee.sony.co.uk > >> (8.8.6/8.8.6) with SMTP id NAA24103 > >> > for ; Tue, > 31 > >> Mar 1998 13:33:24 +0100 (BST) > >> >From: > Lewis_Evans@Playstation.sony.com > >> >To: news@playstation.co.uk > >> > > >> >Generic / easily applicable 3d > >> collision detection > >> >and handling: cube, sphere, > cylinder. > >> >The first two are especially > >> straightforward to detect collisions > >> with; > >> >the only time-consuming part may be > >> using tmd-access routines > >> >to find the dimensions of your TMD > >> models > >> >(but see tmd.c, tmd.h in SCEE demo > >> ). > >> > > >> >For N objects, and potentially > >> (N.N-1)/2 pairs of objects, collision > >> >detection > >> >can be expensive; people usually use > >> assumptions about game world > >> >to reduce the number of tests, eg > >> having the world split into areas, > etc. > >> >For your gaem it sounds like you can > >> use 2d methods, if everything's > >> >on the plane, and you may be able to > >> use grid-square partitioning > >> >of the plane, which should help. > >> > > >> >Other than that, I suggest looking > at > >> the variety of books and > >> >websites .... > >> > > >> > > >> > Lewis > >> > > >> > > >> > > >> > > >> >If anyone can help on collision > >> >detection (3D), I'd be very > grateful. > >> >I have a XZ world and want to check > >> >collision with any object. The > objects > >> >can be located anywhere in the > world, > >> >and can be any size, and be at any > >> >rotation(constantly changing). > >> >Any help appreciated. > >> > > >> >Steve > >> > > >> > > >> > > >> > > >> > > > > > > >Christoph Luerig > > Chtistoph Luerig