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dc.contributor.authorFernandes, A. Ramiresen_US
dc.contributor.authorDeusdado, L.en_US
dc.contributor.editorPere Brunet and Nuno Correia and Gladimir Baranoskien_US
dc.date.accessioned2014-01-31T18:53:35Z
dc.date.available2014-01-31T18:53:35Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-60-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/siacg/siacg06/029-036en_US
dc.description.abstractLarge virtual worlds, with considerable level of detail are starting to emerge everywhere, from large areas of actual cities to archaeological detailed reconstructions of sites. Populating a virtual world adds an extra touch to the visualization of these worlds, but unfortunately it also brings an extra burden to the system. Several tasks are required when adding animated characters to a virtual world, such as collision detection, path planning and other AI algorithms, rendering of dynamic geometry, amongst others. In here a method for efficient and scalable conservative collision detection, that is able to deal with large scenes and thousands of avatars, is presented. This method does not perform exact collision detection, hence it is conservative. The method is suitable as a basis for path planning algorithms and other AI algorithms where an avatar is often regarded as something that can be bounded by a cylinder, or a box. The algorithm is capable of dealing with arbitrarily complex 3D worlds, and does not require any a priori knowledge of the geometry.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: Virtual RealityAnimation; I.3.5 [Computational Geometry and Object Modeling]: Geometric Algorithms;en_US
dc.titleEfficient Conservative Collision Detection for Populated Virtual Worldsen_US
dc.description.seriesinformationSIACG 2006: Ibero-American Symposium in Computer Graphicsen_US


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