RE: [Algorithms] very high poly collision
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From: Tom N. <t.n...@vr...> - 2000-12-21 12:21:16
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> An advantage of OBB trees lies in the ability to > programmatically fit them > to geometry. I'm not sure how you would write code that > decided wheter a > sphere, a cone, or an OBB is the better fit for part of a= mesh. Quite right - this is one of the issues that I'm still struggling= with. One idea that crossed my mind is to just build a tree of spheres= until the number of polygons inside a sphere drops below a certain= threshold, and then fit an OBB tree around those polygons. I suppose some human intervention will always be necessary to get= good results with this, though, especially if you want to mix more= than just spheres and OBBs (e.g. cones and AABBs as well). A lot also= depends on how your meshes are structured. If they're just polygon soup, this= approach probably won't work very well, but it might do a bit better if= your meshes are hierarchical to begin with. - Tom |