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== Overview ==
[[Image:Billiards balls.jpg|right|200px|thumb|Billiards balls hitting each other in a virtual space are a classic example where collision detection computations are needed.]]Collision detection is closely linked to calculating the [[Euclidean distance|distance]] between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative.<ref>{{Cite book |url=https://www.csun.edu/~ctoth/Handbook/HDCG3.html |title=Handbook of discrete and computational geometry |date=2018 |publisher=CRC Press, Taylor & Francis Group, a Chapman & Hall book |isbn=978-1-4987-1139-5 |editor-last=Goodman |editor-first=Jacob E. |edition=3rd |series=Discrete mathematics and its applications |___location=Boca Raton London New York |chapter=39 |editor-last2=O'Rourke |editor-first2=Joseph |editor-last3=Tóth |editor-first3=Csaba D.}}</ref> Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects.
Accurately identifying the points of contact on both objects' surfaces is also essential for the computation of a physically accurate [[collision response]]. The complexity of this task increases with the level of detail in the objects' representations: the more intricate the model, the greater the computational cost.<ref name=":col0">{{Cite book |last1=Andrews |first1=Sheldon |last2=Erleben |first2=Kenny |last3=Ferguson |first3=Zachary |chapter=Contact and friction simulation for computer graphics |date=2022-08-02 |title=ACM SIGGRAPH 2022 Courses |chapter-url=https://dl.acm.org/doi/10.1145/3532720.3535640 |language=en |publisher=ACM |pages=1–172 |doi=10.1145/3532720.3535640 |isbn=978-1-4503-9362-1}}</ref>
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