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Graceful Degradation of Collision Handling in Physically Based Animation
Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method...
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Published in: | Computer graphics forum 2000-09, Vol.19 (3), p.239-248 |
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Main Authors: | , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that cite this one |
Online Access: | Get full text |
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Summary: | Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method for calculating consistent collision response at different levels of detail. The mechanism works closely with a system which uses a pre‐computed hierarchical volume model for collision detection. |
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ISSN: | 0167-7055 1467-8659 |
DOI: | 10.1111/1467-8659.00416 |