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基于球深度纹理的实时碰撞检测算法
引用本文:王季,翟正军,蔡小斌.基于球深度纹理的实时碰撞检测算法[J].系统仿真学报,2007,19(11):2503-2506.
作者姓名:王季  翟正军  蔡小斌
作者单位:1. 西北工业大学计算机学院,陕西西安,710072
2. 中航一集团科技委,北京,100022
摘    要:基于包围球技术的方法是碰撞检测的常用方法之一,其算法虽然简单高效但检测精度低。结合包围球和基于图形硬件方法的优点,以带深度纹理的包围球替代物体的几何模型,利用图形硬件在纹理映射时进行深度比较以实现碰撞检测。试验表明,与CULLIDE算法相比算法执行效率更高,且执行时间固定,从而具有较高的实时性。

关 键 词:碰撞检测  深度纹理  实时性  可编程图形硬件
文章编号:1004-731X(2007)11-2503-04
收稿时间:2006-04-29
修稿时间:2006-04-292006-06-27

Real-time Collision Detection Based on Sphere Depth Texture
WANG Ji,ZHAI Zheng-jun,CAI Xiao-bin.Real-time Collision Detection Based on Sphere Depth Texture[J].Journal of System Simulation,2007,19(11):2503-2506.
Authors:WANG Ji  ZHAI Zheng-jun  CAI Xiao-bin
Abstract:The technique based on hierarchical bounding spheres is an elementary technique in collision detection. It is sample to be implemented and has great speed but it is not accurate. A novel algorithm was proposed to detect the real-time collisions of objects, The sphere textures for objects were generated, and the programmable graphics hardware to mapping texture was used and the depth of different objects was checked to detect the collision. The algorithm was implemented and it was compared with CULLIDE. The result shows that the algorithm is more effective than CULLIDE and has fixed executive time to suit for real-time applications.
Keywords:collision detection  depth texture  real-time  programmable graphics hardware
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