Gilbert–Johnson–Keerthi distance algorithm: Difference between revisions

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The algorithm's stability, speed, and small storage footprint make it popular for realtime [[collision detection]], especially in [[physics engine]]s for [[video games]].
 
== Illustration==
 
[[File:Two types of collisions and corresponding CSO faces.svg|550px|thumb|center|The two types of collision and corresponding CSO face: face-vertex (top) and edge-edge (bottom).]]
 
==External links==