Intersections tests between meshes in physics engines are time consuming and computationalheavy tasks. In order to speed up these intersection tests, each mesh can be decomposedinto several smaller convex hulls where the intersection test between each pair of these smallerhulls becomes more computationally efficient. The decomposition of meshes within the game industry is today performed by digital artistsand is considered a boring and time consuming task. Hence, the focus of this master thesislies in automatically decompose a mesh into several smaller convex hulls and to approximatethese decomposed pieces with bounding volumes of different complexity. These boundingvolumes together represents a collision mesh that is fully usable in modern games.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-106383 |
Date | January 2014 |
Creators | Bäcklund, Henrik, Neijman, Niklas |
Publisher | Linköpings universitet, Informationskodning, Linköpings universitet, Tekniska högskolan, Linköpings universitet, Informationskodning, Linköpings universitet, Tekniska högskolan |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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