IEEE Virtual Reality 2004
DOI: 10.1109/vr.2004.1310064
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Interactive and continuous collision detection for avatars in virtual environments

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Cited by 23 publications
(17 citation statements)
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“…Redon et al [21] bound the motion trajectory of linear swept spheres (LSS) by using interval arithmetic and the resulting bound has been used for dynamic collision checking between a moving avatar and the virtual environment. However, these methods do not take into account how close a robot and obstacles are displaced from each other (i.e.…”
Section: B Motion Bound Calculationmentioning
confidence: 99%
“…Redon et al [21] bound the motion trajectory of linear swept spheres (LSS) by using interval arithmetic and the resulting bound has been used for dynamic collision checking between a moving avatar and the virtual environment. However, these methods do not take into account how close a robot and obstacles are displaced from each other (i.e.…”
Section: B Motion Bound Calculationmentioning
confidence: 99%
“…Based on a simplified motion model, they find a first time of contact for a given period of time [Redon et al 2002]. Continuous CD algorithms have been proposed also for articulated models [Redon et al 2004], but only articulated objects composed of rigid parts were considered (such as robots).…”
Section: Related Workmentioning
confidence: 99%
“…They develop efficient algorithms of interactive speed for CCD while employing effective computational tools for culling redundant geometry at various stages of computation. Redon et al [21] use Oriented Bounding Box (OBB) as the basic bounding volume, whereas Redon et al [22], [23] and Kim et al [25] employ Line Swept Sphere (LSS). These methods take geometric approaches in culling redundant geometry.…”
mentioning
confidence: 99%
“…These methods take geometric approaches in culling redundant geometry. In particular, Redon et al [22], [23] and Kim et al [25] apply a GPU-based collision detection to the swept volumes of LSS primitives against the environment; moreover, Govindaraju et al [24] present a GPU-based algorithm that can also deal with deformable models. Zhang et al [26], on the other hand, deal with the CCD of articulated models with the approach of conservative advancement that repeatedly moves objects by a computed time step while ensuring non-collision.…”
mentioning
confidence: 99%