碰撞检测
跳跃式监视
边界体积
计算机科学
光学(聚焦)
交叉口(航空)
碰撞
最小边界框
过程(计算)
章节(排版)
代表(政治)
人工智能
计算机图形学(图像)
地理
程序设计语言
地图学
图像(数学)
物理
光学
操作系统
政治
法学
政治学
出处
期刊:IGI Global eBooks
[IGI Global]
日期:2012-04-19
卷期号:: 221-252
标识
DOI:10.4018/978-1-4666-1634-9.ch010
摘要
This chapter will describe several methods of detecting collision events within a 3D environment. It will also discuss some of the bounding volumes, and their intersection tests that can be used to contain the graphical representation of objects in a video game. The first part of the chapter will cover the use of Axially Aligned Bounding Boxes (AABBs) and Radial Collision Volumes. The use of hierarchies with bounding volumes will be discussed. The next section of the chapter will focus on Object Oriented Bounding Boxes (OOBs). The third section is concerned with the Gilbert-Johnson-Keerthi distance algorithm (GJK). The last three sections will focus on ways of optimizing the collision detection process by culling unnecessary intersection tests through the use of type lists, sorted lists and spatial partitioning.
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