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PCCD: parallel continuous collision detection
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Source International Conference on Computer Graphics and Interactive Techniques archive
SIGGRAPH '09: Posters table of contents
New Orleans, Louisiana
Article No.: 50  
Year of Publication: 2009
Authors
Duksu Kim  KAIST (Korea Advanced Institute of Science and Technology)
Jae-Pil Heo  KAIST (Korea Advanced Institute of Science and Technology)
Sung-eui Yoon  KAIST (Korea Advanced Institute of Science and Technology)
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Collision detection between deformable models is one of fundamental tools of various applications including games. Collision detection can be classified into two categories: discrete and continuous collision detection methods. Discrete collision detection (DCD) has been demonstrated to show the interactive performance by using bounding volume hierarchies (BVHs). However, some colliding primitives may be missed since DCD methods find intersecting primitives only at discrete time steps. This issue can be a very serious problem in physical based simulation, CAD/CAM applications and etc. On the other hand, continuous collision detection (CCD) identifies the first time of contact of colliding primitives during a time interval between two discrete time steps.


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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Asanovic, K., R., Catanzaro, B., Gebis, J., Husbands, P., K., Patterson, D., Plishker, W., Shalf, J., Williams, S., and Yelick, K. 2006. The landscape of parallel computing research: A view from Berkeley. Tech. Rep. UCB/EECS-2006-183, EECS Dept., Univ. of California, Berkeley.
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Collaborative Colleagues:
Duksu Kim: colleagues
Jae-Pil Heo: colleagues
Sung-eui Yoon: colleagues