摘要
为了解决虚拟特征和虚拟环境中虚拟物体的相交问题,必须对实时的虚拟应用环境实施快速的碰撞检测。提出了基于球体混合重建的碰撞检测算法,对球体混合表面提出了一个子线性时间复杂性的重建过程;利用四元组构造变换范围,扩展了从线性到球形混合的构造变换方法;采用循环划分的方法完成了由球体混合到线性混合的分解过程。尽管这个方法的实现过程较线性的方法更难些,但算法的执行过程所需时间却与线性方法相差无几,其复杂性也与线性结构的相同。
Fast collision detection are necessary in order to resolve interactions between a virtual character and its environment. We presented a novel collision detection algorithm based on spherical blend skinning. A procedure was presented for refitting of bounding spheres for spherical blend skinning with sublinear time complexity. Constructed rotation bound by a quaternion. This refitting operation is an extension of the refitting for linear blending. Completed decomposes from spherical blending to linear by rotational component. Although it is of course a little more difficult than in the linear case, the resulting algorithm is almost as easy to implement and the computation complexity of the presented algorithm is almost the same as that of the linear version.
出处
《计算机科学》
CSCD
北大核心
2009年第7期164-169,共6页
Computer Science
基金
国家自然科学基金项目(60573182
69883004)
教育部博士点基金项目(20060183042)
吉林省科技发展计划项目(20060527
20040531)资助
关键词
碰撞检测
球体混合
单元四元组
球体重建
Collision detection, Spherical blending, Unit quaternion, Spherical reconstruction