Re: [Algorithms] N-body processing
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From: Pierre T. <p.t...@wa...> - 2000-08-18 20:23:46
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Adam, I admit there's no point looking for other solutions in most cases :) But as a matter of facts, I'm not doing this for a particular commerial project, I have no milestone to face, so while I'm at it....... The sparse matrix may be worth looking at. I'll give it a try. Matthew, Err... I don't think swept volumes (as used in PQP) will help, except for 4D collision detection which is not what was worrying me :) But maybe I miss you point. Dave, Welcome. Stefan actually tried that approach, but later. Well, whatever. Could you explain what would be the benefit of lozenges ? Especially a lozenge-tree ?! /* Pierre Terdiman * Home: p.t...@wa... Software engineer * Zappy's Lair: www.codercorner.com */ ----- Original Message ----- From: Dave Eberly <eb...@ma...> To: <gda...@li...> Sent: Friday, August 18, 2000 7:56 PM Subject: Re: [Algorithms] N-body processing > From: "Matthew MacLaurin" <ma...@me...> > To: <gda...@li...> > Sent: Friday, August 18, 2000 1:02 PM > Subject: RE: [Algorithms] N-body processing > > > Hey! Check out the swept sphere stuff at UNC! It's the newest thing I've > > seen in a while for fast proximities and N-Body sim. Even more interesting > > is what they're using it for -- it appears ideally suited to huge poly > > counts. I posted the link last week. > > I put swept sphere stuff into NetImmerse when UNC was > starting to look into the topic as an alternative to using > OBBs in a tree. I had asked Stefan Gottschalk at his > dissertation defense if he had considered such bounding > volumes, but he indicated 'no'. They work out quite well > because they rely on squared-distance calculations that > turn out to be less expensive (on average) to calculate > than the separating axes, especially so in situations of > close proximity. > > Code for building trees of spheres (points a specified > distance from a point), capsules (points a specified > distance from a line segment), and lozenges (points a > specified distance from a rectangle) is at my site, the > MgcContainment.html page. I eventually plan on > putting the code at my site for the collision detection, > but it may take a couple of months. > > -- > Dave Eberly > eb...@ma... > http://www.magic-software.com > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |