University Information Service: Contents | Index | Search
Collision Detection for Animation
In a dynamic environment consisting of multiple, simulated 3D objects,
the detection of collisions between objects is a computational
intensive task. The problem has been the focus of much research in
the computer animation area for some time, and is currently an equally
important area of study for those interested in virtual environments.
To accelerate the detection of collisions, both the REALISM and ACE systems use a three-stage scheme.
Since the objects in the system are strictly encapsulated, only the
objects themselves can perform the collision detection process. Each
object is assigned a set of other objects of which it is responsible for
carry out the test processes. This distribution of work ensures that no
object carries out more work than the pre-defined limit. Some frames
from an animation with graphs monitoring the object workloads is given
below.
Object workloads during animation
MPEG, 336K
The use of `sphere-trees'
After an intial bounding volume test, inter-object collision detection
is carried out using a geometry approximation consisting of a tree of
spheres. This allows rapid rejection of non-colliding objects and
identification of regions of potential collisions. Finally, a test
using the actual geometry of the object is performed in the regions
identified.
Some images showing the various levels of a sphere-tree object
approximation are shown below, together with an image showing the stages
in a collision search.
Different levels of object resolution
GIF, 4K
GIF, 2K
GIF, 1K
GIF, 1.2K
Collisions at different sphere-tree levels
GIF, 1.5K
GIF, 0.8K
GIF, 0.7K
GIF, 7K
Publications
Author: I.J.Palmer
Last update: 15/8/95
Back to Animation homepage