RE: [Algorithms] Continuous collision detection
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From: Jamie F. <ja...@qu...> - 2002-08-20 10:05:15
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i'm pretty sure the link has been posted before (i've certainly seen the stuff already). i'm no longer working on physics (haven't been for a coup= le of years now), so my attention drifted when i met the phrase "Thanks to Gauss=92 principle of least constraints, the frictionless dynamics proble= ms can be formulated in a motion-space". This suggests it doesn't deal with friction nicely. Can anyone who's looked more deeply at the site (or Stephane :) say otherwise? Certainly, a lack of friction is a big problem from my point of view. jamie -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Bryan Costanich Sent: 20 August 2002 02:32 To: 'St=E9phane Redon'; GDA...@li... Subject: RE: [Algorithms] Continuous collision detection Wow... from my limited perspective, that's the coolest collision detectio= n I've seen. I haven't been through the algorithm, and even if I had, being the newbie= I am, I probably wouldn't understand them, but does anyone have any insight into how computationally expensive these are? Would it be practical to u= se in games? -b -----Original Message----- From: St=E9phane Redon [mailto:Ste...@in...] Sent: Monday, August 19, 2002 4:14 AM To: GDA...@li... Subject: [Algorithms] Continuous collision detection Hi everybody, after a mail from Sam (Kuhn) I've decided to post this :o). I'm working during my PhD on continuous collision detection between rigid polyhedral bodies (continuous CD is when you compute the time of fi= rst impact and not only detect interpenetrations, so as to never miss a collision and never penetrate). If you are interested, you may find some movies of the interactive simulator and the related papers (the algorithms in the movies are the ones described i= n the Eurographics paper) at http://www-rocq.inria.fr/~redon Best regards, Stephane |