RE: [Algorithms] N-body processing
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From: Matthew M. <ma...@me...> - 2000-08-18 21:31:40
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Oops. The paper is at http://www.cs.unc.edu/~geom/SSV/ > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > Matthew MacLaurin > Sent: Friday, August 18, 2000 2:20 PM > To: gda...@li... > Subject: RE: [Algorithms] N-body processing > > > > > > 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 ?! > > Dave and I are talking about the same thing here. Swept sphere > volumes give > you tighter fits, faster interference rejection, and MUCH faster proximity > queries than OBBs. Particularly important if you're trying to > stave off the > poly^2 tests. I assumed from your topic you were talking about N-Body > dynamic simulation, for which fast proximity queries will be extremely > helpful. > > (re-)Read the paper "Fast Proximity Queries with Swept Sphere Volumes" at: > > You'll be glad you did, unless I'm missing your point. ;^) > > > > > > /* > > 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 > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |