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An evaluation of a collision handling system using sphere-trees for plausible rigid body animation
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Source Symposium on Applied Computing archive
Proceedings of the 2008 ACM symposium on Applied computing table of contents
Fortaleza, Ceara, Brazil
SESSION: Multimedia and visualization table of contents
Pages: 1241-1245  
Year of Publication: 2008
ISBN:978-1-59593-753-7
Authors
Rafael de Sousa Rocha  Universidade de Fortaleza, Fortaleza-CE, Brazil
Maria Andréia Formico Rodrigues  Universidade de Fortaleza, Fortaleza-CE, Brazil
Sponsor
SIGAPP: ACM Special Interest Group on Applied Computing
Publisher
ACM  New York, NY, USA
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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

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
Rafael de Sousa Rocha: colleagues
Maria Andréia Formico Rodrigues: colleagues