青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

Collision detection

http://en.wikipedia.org/wiki/Collision_detection

Collision detection

From Wikipedia, the free encyclopedia

Jump to: navigation, search

In physical simulations, video games and computational geometry, collision detection involves algorithms for checking for collision, i.e. intersection, of two given solids. Simulating what happens once a collision is detected is sometimes referred to as "collision response", for which see physics engine and ragdoll physics. Collision detection algorithms are a basic component of 3D video games. Without them, characters could go through walls and other obstacles.

Contents

[hide]

[edit] Overview

Billiards balls hitting each other are a classic example applicable within the science of collision detection.

In physical simulation, we wish to conduct experiments, such as playing billiards. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a certain impulsion on the cue ball (probably resulting from a player hitting the ball with his cue stick), we want to calculate the trajectories, precise motion, and eventual resting places of all the balls with a computer program. A program to simulate this game would consist of several portions, one of which would be responsible for calculating the precise impacts between the billiard balls. This particular example also turns out to be numerically unstable: a small error in any calculation will cause drastic changes in the final position of the billiard balls.

Video games have similar requirements, with some crucial differences. While physical simulation needs to simulate real-world physics as precisely as possible, video games need to simulate real-world physics in an acceptable way, in real time and robustly. Compromises are allowed, so long as the resulting simulation is satisfying to the game player.

[edit] Collision detection in physical simulation

Physical simulators differ in the way they react on a collision. Some use the softness of the material to calculate a force, which will resolve the collision in the following time steps like it is in reality. Due to the low softness of some materials this is very CPU intensive. Some simulators estimate the time of collision by linear interpolation, roll back the simulation, and calculate the collision by the more abstract methods of conservation laws.

Some iterate the linear interpolation (Newton's method) to calculate the time of collision with a much higher precision than the rest of the simulation. Collision detection utilizes time coherence to allow ever finer time steps without much increasing CPU demand, such as in air traffic control.

After an inelastic collision, special states of sliding and resting can occur and, for example, the Open Dynamics Engine uses constrains to simulate them. Constrains avoid inertia and thus instability. Implementation of rest by means of a scene graph avoids drift.

In other words, physical simulators usually function one of two ways, where the collision is detected a posteriori (after the collision occurs) or a priori (before the collision occurs). In addition to the a posteriori and a priori distinction, almost all modern collision detection algorithms are broken into a hierarchy of algorithms.

[edit] A posteriori versus a priori

In the a posteriori case, we advance the physical simulation by a small time step, then check if any objects are intersecting, or are somehow so close to each other that we deem them to be intersecting. At each simulation step, a list of all intersecting bodies is created, and the positions and trajectories of these objects are somehow "fixed" to account for the collision. We say that this method is a posteriori because we typically miss the actual instant of collision, and only catch the collision after it has actually happened.

In the a priori methods, we write a collision detection algorithm which will be able to predict very precisely the trajectories of the physical bodies. The instants of collision are calculated with high precision, and the physical bodies never actually interpenetrate. We call this a priori because we calculate the instants of collision before we update the configuration of the physical bodies.

The main benefits of the a posteriori methods are as follows. In this case, the collision detection algorithm need not be aware of the myriad physical variables; a simple list of physical bodies is fed to the algorithm, and the program returns a list of intersecting bodies. The collision detection algorithm doesn't need to understand friction, elastic collisions, or worse, nonelastic collisions and deformable bodies. In addition, the a posteriori algorithms are in effect one dimension simpler than the a priori algorithms. Indeed, an a priori algorithm must deal with the time variable, which is absent from the a posteriori problem.

On the other hand, a posteriori algorithms cause problems in the "fixing" step, where intersections (which aren't physically correct) need to be corrected. In fact, there are some[who?] who believe that such an algorithm is inherently flawed and unstable[citation needed].

The benefits of the a priori algorithms are increased fidelity and stability. It is difficult (but not completely impossible) to separate the physical simulation from the collision detection algorithm. However, in all but the simplest cases, the problem of determining ahead of time when two bodies will collide (given some initial data) has no closed form solution -- a numerical root finder is usually involved.

Some objects are in resting contact, that is, in collision, but neither bouncing off, nor interpenetrating, such as a vase resting on a table. In all cases, resting contact requires special treatment: If two objects collide (a posteriori) or slide (a priori) and their relative motion is below a threshold, friction becomes stiction and both objects are arranged in the same branch of the scene graph; however, some believe that it poses special problems in a posteriori algorithm[citation needed].

[edit] Optimization

The obvious approaches to collision detection for multiple objects are very slow. Checking every object against every other object will, of course, work, but is too inefficient to be used when the number of objects is at all large. Checking objects with complex geometry against each other in the obvious way, by checking each face against each other face, is itself quite slow. Thus, considerable research has been applied to speeding up the problem.

[edit] Exploiting temporal coherence

In many applications, the configuration of physical bodies from one time step to the next changes very little. Many of the objects may not move at all. Algorithms have been designed so that the calculations done in a preceding time step can be reused in the current time step, resulting in faster algorithms.

At the coarse level of collision detection, the objective is to find pairs of objects which might potentially intersect. Those pairs will require further analysis. An early high performance algorithm for this was developed by M. C. Lin at U.C. Berkley [1], who suggested using axis-aligned bounding boxes for all n bodies in the scene.

Each box is represented by the product of three intervals (i.e., a box would be .) A common algorithm for collision detection of bounding boxes is sweep and prune. We observe that two such boxes, and intersect if, and only if, I1 intersects J1, I2 intersects J2 and I3 intersects J3. We suppose that, from one time step to the next, Ik and Jk intersect, then it is very likely that at the next time step, they will still intersect. Likewise, if they did not intersect in the previous time step, then they are very likely to continue not to.

So we reduce the problem to that of tracking, from frame to frame, which intervals do intersect. We have three lists of intervals (one for each axis) and all lists are the same length (since each list has length n, the number of bounding boxes.) In each list, each interval is allowed to intersect all other intervals in the list. So for each list, we will have an matrix M = (mij) of zeroes and ones: mij is 1 if intervals i and j intersect, and 0 if they do not intersect.

By our assumption, the matrix M associated to a list of intervals will remain essentially unchanged from one time step to the next. To exploit this, the list of intervals is actually maintained as a list of labeled endpoints. Each element of the list has the coordinate of an endpoint of an interval, as well as a unique integer identifying that interval. Then, we sort the list by coordinates, and update the matrix M as we go. It's not so hard to believe that this algorithm will work relatively quickly if indeed the configuration of bounding boxes does not change significantly from one time step to the next.

In the case of deformable bodies such as cloth simulation, it may not be possible to use a more specific pairwise pruning algorithm as discussed below, and an n-body pruning algorithm is the best that can be done.

If an upper bound can be placed on the velocity of the physical bodies in a scene, then pairs of objects can be pruned based on their initial distance and the size of the time step.

[edit] Pairwise pruning

Once we've selected a pair of physical bodies for further investigation, we need to check for collisions more carefully. However, in many applications, individual objects (if they are not too deformable) are described by a set of smaller primitives, mainly triangles. So now, we have two sets of triangles, and (for simplicity, we will assume that each set has the same number of triangles.)

The obvious thing to do is to check all triangles Sj against all triangles Tk for collisions, but this involves n2 comparisons, which is highly inefficient. If possible, it is desirable to use a pruning algorithm to reduce the number of pairs of triangles we need to check.

The most widely used family of algorithms is known as the hierarchical bounding volumes method. As a preprocessing step, for each object (in our example, S and T) we will calculate a hierarchy of bounding volumes. Then, at each time step, when we need to check for collisions between S and T, the hierarchical bounding volumes are used to reduce the number of pairs of triangles under consideration. For the sake of simplicity, we will give an example using bounding spheres, although it has been noted that spheres are undesirable in many cases.[citation needed]

If E is a set of triangles, we can precalculate a bounding sphere B(E). There are many ways of choosing B(E), we only assume that B(E) is a sphere that completely contains E and is as small as possible.

Ahead of time, we can compute B(S) and B(T). Clearly, if these two spheres do not intersect (and that is very easy to test,) then neither do S and T. This is not much better than an n-body pruning algorithm, however.

If is a set of triangles, then we can split it into two halves and . We can do this to S and T, and we can calculate (ahead of time) the bounding spheres B(L(S)),B(R(S)) and B(L(T)),B(R(T)). The hope here is that these bounding spheres are much smaller than B(S) and B(T). And, if, for instance, B(S) and B(L(T)) do not intersect, then there is no sense in checking any triangle in S against any triangle in L(T).

As a precomputation, we can take each physical body (represented by a set of triangles) and recursively decompose it into a binary tree, where each node N represents a set of triangles, and its two children represent L(N) and R(N). At each node in the tree, as a we can precompute the bounding sphere B(N).

When the time comes for testing a pair of objects for collision, their bounding sphere tree can be used to eliminate many pairs of triangles.

Many variants of the algorithms are obtained by choosing something other than a sphere for B(T). If one chooses axis-aligned bounding boxes, one gets AABBTrees. Oriented bounding box trees are called OBBTrees. Some trees are easier to update if the underlying object changes. Some trees can accommodate higher order primitives such as splines instead of simple triangles.

[edit] Exact pairwise collision detection

Once we're done pruning, we are left with a number of candidate pairs to check for exact collision detection.

A basic observation is that for any two convex objects which are disjoint, one can find a plane in space so that one object lies completely on one side of that plane, and the other object lies on the opposite side of that plane. This allows the development of very fast collision detection algorithms for convex objects.

Early work in this area involved "separating plane" methods. Two triangles collide essentially only when they can not be separated by a plane going through three vertices. That is, if the triangles are v1,v2,v3 and v4,v5,v6 where each vj is a vector in , then we can take three vertices, vi,vj,vk, find a plane going through all three vertices, and check to see if this is a separating plane. If any such plane is a separating plane, then the triangles are deemed to be disjoint. On the other hand, if none of these planes are separating planes, then the triangles are deemed to intersect. There are twenty such planes.

If the triangles are coplanar, this test is not entirely successful. One can either add some extra planes, for instance, planes that are normal to triangle edges, to fix the problem entirely. In other cases, objects that meet at a flat face must necessarily also meet at an angle elsewhere, hence the overall collision detection will be able to find the collision.

Better methods have since been developed. Very fast algorithms are available for finding the closest points on the surface of two convex polyhedral objects. Early work by M. C. Lin [1] used a variation on the simplex algorithm from linear programming. The Gilbert-Johnson-Keerthi distance algorithm has superseded that approach. These algorithms approach constant time when applied repeatedly to pairs of stationary or slow-moving objects, when used with starting points from the previous collision check.

The end result of all this algorithmic work is that collision detection can be done efficiently for thousands of moving objects in real time on typical personal computers and game consoles.

[edit] A priori pruning

Where most of the objects involved are fixed, as is typical of video games, a priori methods using precomputation can be used to speed up execution.

Pruning is also desirable here, both n-body pruning and pairwise pruning, but the algorithms must take time and the types of motions used in the underlying physical system into consideration.

When it comes to the exact pairwise collision detection, this is highly trajectory dependent, and one almost has to use a numerical root-finding algorithm to compute the instant of impact.

As an example, consider two triangles moving in time v1(t),v2(t),v3(t) and v4(t),v5(t),v6(t). At any point in time, the two triangles can be checked for intersection using the twenty planes previously mentioned. However, we can do better, since these twenty planes can all be tracked in time. If P(u,v,w) is the plane going through points u,v,w in then there are twenty planes P(vi(t),vj(t),vk(t)) to track. Each plane needs to be tracked against three vertices, this gives sixty values to track. Using a root finder on these sixty functions produces the exact collision times for the two given triangles and the two given trajectory. We note here that if the trajectories of the vertices are assumed to be linear polynomials in t then the final sixty functions are in fact cubic polynomials, and in this exceptional case, it is possible to locate the exact collision time using the formula for the roots of the cubic. Some numerical analysts suggest that using the formula for the roots of the cubic is not as numerically stable as using a root finder for polynomials.[citation needed]

[edit] Spatial partitioning

Alternative algorithms are grouped under the spatial partitioning umbrella, which includes octrees, binary space partitioning (or BSP trees) and other, similar approaches. If one splits space into a number of simple cells, and if two objects can be shown not to be in the same cell, then they need not be checked for intersection. Since BSP trees can be precomputed, that approach is well suited to handling walls and fixed obstacles in games. These algorithms are generally older than the algorithms described above.

[edit] Video games

Video games have to split their very limited computing time between several tasks. Despite this resource limit, and the use of relatively primitive collision detection algorithms, programmers have been able to create believeable, if inexact, systems for use in games.

For a long time, video games had a very limited number of objects to treat, and so checking all pairs was not a problem. In two-dimensional games, in some cases, the hardware was able to efficiently detect and report overlapping pixels between sprites on the screen. In other cases, simply tiling the screen and binding each sprite into the tiles it overlaps provides sufficient pruning, and for pairwise checks, bounding rectangles or circles are used and deemed sufficiently accurate.

Three dimensional games have used spatial partitioning methods for n-body pruning, and for a long time used one or a few spheres per actual 3D object for pairwise checks. Exact checks are very rare, except in games attempting to simulate reality closely. Even then, exact checks are not necessarily used in all cases.

Because games use simplified physics, stability is not as much of an issue.[citation needed] Almost all games use a posteriori collision detection, and collisions are often resolved using very simple rules. For instance, if a character becomes embedded in a wall, he might be simply moved back to his last known good location. Some games will calculate the distance the character can move before getting embedded into a wall, and only allow him to move that far.

A slightly more sophisticated and striking effect is ragdoll physics. If a video game character is disabled, instead of playing a preset animation, a simplified skeleton of the character is animated as if it were a rag doll. This rag doll falls limp, and might collide with itself and the environment, in which case it should behave appropriately.

In many cases for video games, approximating the characters by a point is sufficient for the purpose of collision detection with the environment. In this case, binary space partition trees provide a viable, efficient and simple algorithm for checking if a point is embedded in the scenery or not. Such a data structure can also be used to handle "resting position" situation gracefully when a character is running along the ground. Collisions between characters, and collisions with projectiles and hazards, are treated separately.

A robust simulator is one that will react to any input in a reasonable way. For instance, if we imagine a high speed racecar video game, from one simulation step to the next, it is conceivable that the cars would advance a substantial distance along the race track. If there is a shallow obstacle on the track (such as a brick wall), it is not entirely unlikely that the car will completely leap over it, and this is very undesirable. In other instances, the "fixing" that the a posteriori algorithms require isn't implemented correctly, and characters find themselves embedded in walls, or falling off into a deep black void. These are the hallmarks of a mediocre collision detection and physical simulation system.

[edit] Open Source Collision Detection

  • GJKD A 2D implementation of the Gilbert-Johnson-Keerthi (GJK) algorithm, written in D.
  • MPR2D A 2D implementation of the Minkowski Portal Refinement (MPR) Algorithm, written in D.

[edit] References

  1. ^ Lin, Ming C. "Efficient Collision Detection for Animation and Robotics (thesis)". University of California, Berkeley.

[edit] See also

[edit] External links

posted on 2008-11-22 23:25 zmj 閱讀(2289) 評論(0)  編輯 收藏 引用


只有注冊用戶登錄后才能發表評論。
網站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            欧美a级理论片| 亚洲美女性视频| 久久这里只有精品视频首页| 亚洲视频电影在线| 亚洲视频免费在线| 亚洲一区3d动漫同人无遮挡| 欧美一级淫片aaaaaaa视频| 久久精品亚洲一区二区三区浴池| 久久精品国产99国产精品| 久久久久久久久岛国免费| 老司机精品视频网站| 欧美高清日韩| 一区免费观看| 久久精品人人做人人爽| 久久久噜噜噜久久中文字幕色伊伊| 久久久精品动漫| 欧美a级片网站| 欧美四级在线| 国产一区二区欧美| 91久久精品国产91久久| 亚洲男人第一av网站| 欧美在线观看网址综合| 欧美福利视频| 亚洲无线一线二线三线区别av| 欧美在线资源| 欧美日本精品一区二区三区| 国产精品视频xxxx| 亚洲国产精品一区二区尤物区 | 欧美日韩中文字幕综合视频| 国产视频一区在线| 亚洲人成在线观看| 久久精品女人的天堂av| 亚洲精品欧美| 久久久亚洲午夜电影| 国产精品免费一区豆花| 亚洲美女av在线播放| 久久综合九色欧美综合狠狠| 一本在线高清不卡dvd| 久久全球大尺度高清视频| 国产精品久久久久久福利一牛影视 | 一本综合精品| 免费在线观看日韩欧美| 亚洲小说区图片区| 欧美国产一区二区在线观看| 国产在线不卡视频| 亚洲一区日韩| 亚洲精品欧洲精品| 久久综合狠狠综合久久综合88 | 亚洲综合成人婷婷小说| 欧美老女人xx| 亚洲福利视频一区| 久久婷婷蜜乳一本欲蜜臀| 亚洲视频每日更新| 国产精品videossex久久发布| 9久re热视频在线精品| 欧美激情第3页| 久久精品欧美| 在线观看欧美精品| 免费在线欧美黄色| 久久精品av麻豆的观看方式| 国产麻豆午夜三级精品| 午夜视频在线观看一区二区| 宅男噜噜噜66国产日韩在线观看| 欧美激情影院| 亚洲一二三区在线| 免费成人黄色片| 激情自拍一区| 久久综合九色综合网站| 小黄鸭精品aⅴ导航网站入口| 国产免费成人在线视频| 午夜精彩视频在线观看不卡| 亚洲午夜精品久久| 国产免费成人| 久久中文字幕一区二区三区| 久久青青草原一区二区| 亚洲国产精品va在线看黑人| 欧美顶级艳妇交换群宴| 欧美成人伊人久久综合网| 日韩视频在线观看国产| 亚洲最新色图| 国产欧美一区二区精品忘忧草 | 在线视频精品| 国产日韩欧美| 麻豆亚洲精品| 欧美日韩人人澡狠狠躁视频| 亚洲香蕉成视频在线观看| 亚洲一区www| 韩国女主播一区| 欧美激情国产高清| 国产精品福利影院| 久久视频在线视频| 欧美精品v国产精品v日韩精品| 亚洲视频香蕉人妖| 久久av一区二区三区亚洲| 亚洲麻豆av| 亚洲一区二区成人| 亚洲成人影音| 亚洲自拍偷拍视频| 亚洲精品美女在线| 亚洲一区久久| 亚洲日本精品国产第一区| 亚洲一区欧美| 亚洲国产精品成人一区二区| 99精品热视频只有精品10| 国产在线成人| 一区二区免费在线视频| 一区二区三区在线观看国产| 亚洲美女啪啪| 亚洲国产毛片完整版 | 美女露胸一区二区三区| 亚洲欧美国产精品专区久久| 久久久久久久久久久久久9999| 一区二区三区不卡视频在线观看| 小黄鸭精品密入口导航| 亚洲午夜久久久| 蜜臀91精品一区二区三区| 亚洲欧美综合一区| 欧美国产日韩一二三区| 久久综合网络一区二区| 欧美午夜一区二区| 另类激情亚洲| 亚洲一区免费看| 亚洲嫩草精品久久| 亚洲色图自拍| 欧美大片在线观看一区| 久久成人羞羞网站| 国产精品s色| 日韩视频免费在线| 亚洲毛片播放| 欧美国产高潮xxxx1819| 免费在线欧美黄色| 精品91免费| 久久久久久亚洲精品杨幂换脸| 香蕉av777xxx色综合一区| 欧美日韩精品在线播放| 亚洲人成绝费网站色www| 国内一区二区三区| 欧美在线国产精品| 久久免费午夜影院| 国产在线视频不卡二| 午夜在线一区| 久久久人成影片一区二区三区| 国产日韩在线看片| 欧美一区国产一区| 久久美女性网| 激情91久久| 老鸭窝毛片一区二区三区| 免费在线看成人av| 亚洲激情视频在线观看| 欧美寡妇偷汉性猛交| 99精品国产高清一区二区| 亚洲一区二区少妇| 国产美女高潮久久白浆| 亚洲一区二区三区四区五区黄 | 亚洲视频日本| 欧美一区在线直播| 国产日产欧美a一级在线| 欧美一区免费| 亚洲国产欧美在线人成| 夜夜嗨av一区二区三区四区| 欧美日韩一区二区免费在线观看 | 亚洲精品一区二| 欧美日韩天天操| 先锋亚洲精品| 欧美电影免费观看网站| 妖精视频成人观看www| 国产精品久久久久秋霞鲁丝| 久久av一区二区三区漫画| 91久久一区二区| 欧美亚洲综合在线| 在线观看精品视频| 欧美特黄一区| 久久久久久久成人| 亚洲精品一区在线观看香蕉| 久久精品欧美日韩| 一区二区激情视频| 国产一区美女| 欧美日韩国产小视频| 欧美一区二区三区日韩| 91久久夜色精品国产九色| 久久不射网站| 一区二区精品| 精品成人一区二区三区| 欧美日韩国产在线播放| 欧美亚洲专区| 欧美日韩免费高清一区色橹橹| 欧美一级播放| 久久久久久久久久看片| 99视频一区二区三区| 国产欧美一区二区三区视频 | 亚洲国产精品黑人久久久| 午夜精品亚洲一区二区三区嫩草| 亚洲高清视频一区二区| 欧美性猛交99久久久久99按摩| 久久久亚洲综合| 欧美一区二区| 亚洲一区二区视频在线观看| 亚洲激情在线| 欧美高清不卡| 麻豆精品传媒视频|