Return to search

Automatic Generation of Collision Hulls for Polygonal Objects / Automatisk Generering av Kollisionsskal för polygon objekt

Physics in interactive environments, such as computer games, and simulations require well madeand accurate bounding volumes in order to act both realistically and fast. Today it is common to useeither inaccurate boxes or spheres as bounding volumes or to model the volume by hand. Thesemethods are either too inaccurate or require too much time to ever be able to be used in real-time,accurate virtual environments.This thesis presents a method to automatically generate collision hulls for both manifolds and nonmanifolds.This allows meshes to be used in a physical environment in just a few seconds and stillbeing able to behave realistically. The method performs Approximate Convex Decomposition byiteratively dividing the mesh into smaller, more convex parts. Every part is wrapped in a convexhull. Together the hulls make an accurate, but low cost, convex representation of the original mesh.The convex hulls are stored in a bounding volume hierarchy tree structure that enables fast testingfor collision with the mesh.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-69259
Date January 2011
CreatorsBackenhof, Albert
PublisherLinköpings universitet, Medie- och Informationsteknik
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

Page generated in 0.0078 seconds