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ABSTRACT
Collision handling plays a fundamental role for achieving realism and interactivity in 3D graphical systems. Nevertheless, it is still one of the bottlenecks of such systems. In this work, we use the Sweep & Prune algorithm and Sphere-Tree approximations of the objects to perform the collision detection. Besides, we show how to compute the contact data for the narrow phase out of the overlapping leaf spheres from the Sphere-Trees. For collision response, we have implemented a simple, yet efficient and accurate, impulse-based method. A number of experiments in virtual scenarios with objects falling in a static plane were conducted. The results show that when Sphere-Trees with 2 levels are used for scenarios with a great number of objects (up to 200 falling objects) and simultaneous contacts among them (up to 16381.50 contacts at each frame on average), our system is capable of generating real time plausible rigid body animation, with always more than 30 frames per second (FPS) on average.
REFERENCES
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[doi> 10.1145/1128888.1128914]
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