Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games

Collision detection often refers the detection of the intersection of two or more objects. Collision detection algorithms in Avalanche Studios’ game engine need not only to detect the collision, but to get the closest distance and handle penetration. Current algorithms perform well in most cases, bu...

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Main Author: Yang, Fangkai
Format: Others
Language:English
Published: KTH, Numerisk analys, NA 2015
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170625
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spelling ndltd-UPSALLA1-oai-DiVA.org-kth-1706252015-07-03T04:48:45ZCollision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer GamesengKollisionsdetektering mellan dynamiska objekt och statiska terrängYang, FangkaiKTH, Numerisk analys, NA2015Collision detection often refers the detection of the intersection of two or more objects. Collision detection algorithms in Avalanche Studios’ game engine need not only to detect the collision, but to get the closest distance and handle penetration. Current algorithms perform well in most cases, but obtain poor accuracy or low efficiency in some cases. This paper will attempt to improve the performance in two ways. First, two new backward projection methods are derived and compared, achieving more accurate backwards projected points. The accurate backwards points are important in collision detection with the terrain surface. Second, multiresolution bounding volumes are constructed in the narrow phase collision detection. These bounding volumes improve the performance when performing collision detection between large complex objects and the terrain. These bounding volumes reduces the number of backward projections needed. Kollisionsdetektering avser oftast att detektera skärning mellan två eller fler objekt. Kollisionsdetekteringsalgoritmerna i Avalanche Studios spelmotor behöver inte bara upptäcka skärningar, utan även det närmsta avståndet och hantera penetration. Aktuella algoritmer presterar bra i de flesta fall, men erhåller i vissa fall låg noggrannhet eller effektivitet. Detta dokument kommer att förbättra prestandan på två sätt. Först härleds och jämförs två nya bakåtprojektionsmetoder, vilka resulterander i mer exakta bakåtprojicerade punkter. Korrekt bakåtprojektion är viktig för kollisionsdetektering mot terrängytan. Sedan konstrueras och nyttjas flerupplösta begränsnings volymer under den detaljerade kollisionsfasen. Dessa avgränsande volymer förbättrar prestanda när kollisionsdetektering sker mellan stora komplexa objekt och terrängen då de minskar antalet bakåt projiceringar som behöver utföras. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170625TRITA-MAT-E ; 2015:50application/pdfinfo:eu-repo/semantics/openAccess
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description Collision detection often refers the detection of the intersection of two or more objects. Collision detection algorithms in Avalanche Studios’ game engine need not only to detect the collision, but to get the closest distance and handle penetration. Current algorithms perform well in most cases, but obtain poor accuracy or low efficiency in some cases. This paper will attempt to improve the performance in two ways. First, two new backward projection methods are derived and compared, achieving more accurate backwards projected points. The accurate backwards points are important in collision detection with the terrain surface. Second, multiresolution bounding volumes are constructed in the narrow phase collision detection. These bounding volumes improve the performance when performing collision detection between large complex objects and the terrain. These bounding volumes reduces the number of backward projections needed. === Kollisionsdetektering avser oftast att detektera skärning mellan två eller fler objekt. Kollisionsdetekteringsalgoritmerna i Avalanche Studios spelmotor behöver inte bara upptäcka skärningar, utan även det närmsta avståndet och hantera penetration. Aktuella algoritmer presterar bra i de flesta fall, men erhåller i vissa fall låg noggrannhet eller effektivitet. Detta dokument kommer att förbättra prestandan på två sätt. Först härleds och jämförs två nya bakåtprojektionsmetoder, vilka resulterander i mer exakta bakåtprojicerade punkter. Korrekt bakåtprojektion är viktig för kollisionsdetektering mot terrängytan. Sedan konstrueras och nyttjas flerupplösta begränsnings volymer under den detaljerade kollisionsfasen. Dessa avgränsande volymer förbättrar prestanda när kollisionsdetektering sker mellan stora komplexa objekt och terrängen då de minskar antalet bakåt projiceringar som behöver utföras.
author Yang, Fangkai
spellingShingle Yang, Fangkai
Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games
author_facet Yang, Fangkai
author_sort Yang, Fangkai
title Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games
title_short Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games
title_full Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games
title_fullStr Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games
title_full_unstemmed Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games
title_sort collision detection between dynamic rigid objects and static displacement mapped surfaces in computer games
publisher KTH, Numerisk analys, NA
publishDate 2015
url http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170625
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AT yangfangkai kollisionsdetekteringmellandynamiskaobjektochstatiskaterrang
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