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Interactive collision detection
Abstract
Collision detection and response can make a virtual-reality application seem more believable. Unfortunately, existing collision-detection algorithms are too slow for interactive use. The authors present a new algorithm that is not only fast but also interruptible, allowing an application to trade quality for more speed. The algorithm uses simple four-dimensional geometry to approximate motion, and sets of spheres to approximate three-dimensional surfaces. The algorithm allows a sample application to run five to seven times faster than it runs with existing algorithms.>
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Cited by
OBBTree: a hierarchical structure for rapid interference detection
Gottschalk, S., Lin, M. C., & Manocha, D. (1996) · Proceedings of the 23rd annual conference on Computer graphics and interactive techniques · doi:10.1145/237170.237244 · Cited by 2,081
Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition
Ehmann, S. A., & Lin, M. C. (2001) · Computer Graphics Forum · doi:10.1111/1467-8659.00543 · Cited by 264
Metadata
- Authors
- Hubbard, P. M.
- Venue
- Proceedings of 1993 IEEE Research Properties in Virtual Reality Symposium
- Publisher
- IEEE Comput. Soc. Press
- Published
- 1993
- Pages
- 24-31
- OpenAlex
- W2162636684
- Cited by
- 197
- References
- 0
- FWCI
- 3.09
- Type
- conference paper
- Language
- en
- Open access
- closed
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- CoChat. (2026). Citation check: Interactive collision detection. https://app.cochat.ai/papers/10.1109/vrais.1993.378267
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- Hubbard, P. M. (1993). Interactive collision detection. Proceedings of 1993 IEEE Research Properties in Virtual Reality Symposium. https://doi.org/10.1109/vrais.1993.378267
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.