Collision detection: Difference between revisions

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== Optimization ==
The obvious approaches to collision detection for multiple objects are very slow.
[[Triangular number|Checking every object against every other object]] will, of course, work, but is too inefficient to be used when the number of objects is at all large. Checking objects with complex geometry against each other in the obvious way, by checking each face against each other face, is itself quite slow. Thus, considerable research has been applied to speed up the problem.<ref>
{{cite book
|author=Jaume, J; Galli, R; Mas, R; Mascaro-Oliver, M (1995)
|title=Image Processing for Broadcast and Video Production
|chapter=Real-time Collision Checking for 3D Object Positioning in Sparse Environments
|series=Workshops in Computing
|year=1995
|pages=216–225
|chapter-url= https://www.researchgate.net/publication/300448655
|doi=10.1007/978-1-4471-3035-2_18
|publisher= Image Processing for Broadcast and Video Production; Springer-Verlag
|isbn=978-3-540-19947-2
}}</ref>
 
=== Exploiting temporal coherence ===