青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

牽著老婆滿街逛

嚴以律己,寬以待人. 三思而后行.
GMail/GTalk: yanglinbo#google.com;
MSN/Email: tx7do#yahoo.com.cn;
QQ: 3 0 3 3 9 6 9 2 0 .

COLLISION DETECTION

來源:http://www.cs.brown.edu/courses/gs007/lect/sim/web/murat.html


COLLISION DETECTION

Importance

Why is collision detection slow?

Explosive Growth

Using the formula: Number of collision tests = (n² -n)/2

Objects                Collision Tests
2                          1
3                          3
4                          6
.                          .
.                          .
.                          .
20                          190

 

O(n²)

Eliminating Collision Tests

  • Redundant Tests

     

  • Game Rules

    • e.g. spaceship game where you don't want the aliens to shoot each
      other, so you don't care about collision detection between the alien
      misiles and alien ships.
  • Eleminations based on spatial positioning such as axis sorting and the sector method

    • Axis Sorting

      Sprite Number 		X-Coordinate		Sprite Width
              1			    10 			    10
              2			    15			    5
              3 			    18			    8
              4 			    40			    10
              5			    45			    10
              

       

    • Sector Method
  • Collision Testing
    • Bounding Based
    • Pixel Based
    To find more detailed information on these just click here.



    Two collision-detection algorithms that we are going to discuss




    I-COLLIDE- An incremental algorithm for collision detection between solid models.

    • I collide is based on temporal and geometric coherence

      • What is temporal and geometric coherence?

        • Property that the state of the application does not change significantly between successive time steps or simulation frames.

         

      • By exploiting coherence we are able to trim down the number of pairwise object and feature tests involved in each iteration.

         

      • For n objects,the worst case running time for any collision detection algorithm is O(n²) this is also true for I-collide.

         

      • However, running time of I-Collide for n objects is O(n+m) where m is the number of objects very close to each other.
    Two objects are very close if their axis aligned bounding boxes overlap.

    What are bounding boxes?

    • Fixed-Size Bounding Cubes:

      • We compute the size of the fixed cube to be large enough to contain the object at any orientation ?

         

      • The cube is defined by a center and radius.

         

      • Easy to recompute as the position changes.

         

      • Well suited for dynamic enviroments. Works well with objects which are nearly spherical.

         

      • At each time step the cube is recomputed as follows:
        • 1. Transform the center by using one vector matrix multiplication.

           

        • 2. Compute the min and max x , y, z coordinates by subtracting and adding the radius from the coordinates of the center.

           

        • step 1 is only one vector matrix multiplication

           

        • step 2 is just 3 additions and 3 subtructions
      e.g.



    • Dynamically Rectangular Bounding Boxes:

      • We compute the size of the rectangular bounding box to be the thightest axis aligned box contain the object at a particular orientation.
      • It is defined by its min and max x, y and z coordinates (up to 6 of its vertices).As an object moves, its minima and maxima is recalculated
      • For oblong objects rectangular objects fit better than cubes resulting in fever overlaps.
      • This is an advantage as long as only few objects ore moving.

        e.g.


    Sweep and Prune

    • Sorting the bounding boxes surrunding the objects is the key to the sweep and prune approach.

       

    • It is not intuitively obvious how to sort bounding boxes in 3 space.

       

    • One way is dimension reduction approach.
      • First thing we do is to project each 3-dimensional bounding box onto the x,y and z axes.

         

      • We are interested in overlaps. Because a pair of bounding boxes can overlap if and only if their intervals overlap in all three dimensions.

         

      • We construct 3 lists, one for each dimension.

         

      • Each list contains the value of the end-points of the intervals corresponding to that dimension.

         

      • By sorting these lists, we can determine which intervals overlap.

         

      • In general such a sort will take O(n log n) time However we can reduce this time if we keep the sorted lists from the previous frame, changing only the values of the interval endpoints.

         

      • Since there will be relatively small movements between frames the lists will be nearly sorted so we can sort in expected O(n) time using Insertion Sort.


    • Two- Dimensional Intersection Tests

      • Project each 3-dimesional axis-aligned bounding box onto any of the two of the x-y, y-z, x-z planes.

         

      • Each of these projections are rectangles in 2 space so there are fewer overlaps of these 2-D rectangles than the 1-D intervals used by the Sweep and Prune Technique.

         

      • In cases where projection on the one-dimension causes densly clustered intervals the two dimensiona technique is more efficient.



    • Other Alternatives:

      • Binary Space Partitioning (BSP trees), octrees, etc..

         

      • Several practical and efficient algorithms are based on uniform space division.
          Divide Space into Unit Cells: To check for collision, examine the cells occupied by each object. However choosing a near-optimal cell size is difficult and failing to do so results in large memory usage and computational inefficiency



    This page is created by Murat Gorguner

    IMPULSED BASED SIMULATION

    The two fundamental requirements you want in dynamic simulation:

    • physical accuracy
    • computational efficiency - can it run in real time
    Impulsed based simulation attempts to fulfill these two requirements

    Constraint based vs. impulsed based simulation

    dealing with contact

    In constraint based simulation:

    Example - ball rolling along a table top

    • -force which table exerts on ball is a constraint force that doesn't do work on the ball but exerts a non-penetration constaint

       

    • -force isn't modeled explicit but accounted for by a constraint on the ball - one of the ball`s coordinates is held constant

       

    • -problem - constaints may change over time, e.g. ball rolls off the table, hits an object on the table
      • -keeping track of the changing constraints in order to calculate the correct motion of the ball can get complicated

       

    • -also, impacts create impulses, not constraint forces and must be handled separately

       

    In impulsed based simulation

    Example - ball resting on table top

    • -no constraints are placed on moving objects

      =7F

    • -unification of all types of contact under a single model
      • -model used for collisions can be used for instances where an object is rolling or resting on another object
      • -not necessary to classify different contact types or deal with them in different ways

       

    • -in the example, ball is experiencing many tiny collisions with the table - microcollisions

      Does impulsed based simulation result in physically accurate simulations?

    • Yes, microcollision contact produces correct behavior

      Is it fast enough for simulation purposes?

    • Yes, the large number of collisions which must be calculated does not prohibit real-time simulation

    Procedure for implementing impulsed based simulation

    First, you assume objects travel in ballistic trajectories when not colliding with anything

    For each object, a bounding box is created to enclose the path of an object over a time interval, this is done at the beginning of each frame -a good interval is the frame rate =3D 1/30 seconds

    Intersections between the boxes are found, calculated to take O(n(1 + log R)) time where R is ratio of largest to smallest box size

    If two boxes don't intersect, objects won't collide in the next frame so no distance or time of impact calcuations have to be done

    If they do, the Lin-Canny closest features algorithm is used - same one as in I_COLLIDE -the shortest possible time to collision is calclulated

    Each pair is inserted in a heap sorted by time of collision, e.g. pair that= =20 will collide first will be at the top

    Time step is inceremented until the time of collision of the top pair

    L in-Canny algorithm is done again to find distance between the two objects - collision when distance falls below an epsilon which is at least 3 orders of magnitude smaller than the dimensions of the objects

    • if collision, do collision resolution, calculate new bounding volumes= =20 for the objects, intersect =09 these new boxes with the others and update the heap accordingly

    Drawbacks to this detection system:

    Since ballistic trajectory is assumed you can't have any forces all of a=20 sudden affect an =09 object's trajectory - no user interface possible after the initial forces

    This is OK for a pool game but not for most other games

    Solution:=7F Calculate bounding box that will encompass the maximum displacement an=20 object =09 can go over the time interval

    Consequences: More collision detection needed since boxes may be bigger and a it's=20 possible most =09 of the intersecting volumes will produce no collisions when thought was=20 expected =09 since the position of the object in the box varies on the forces enacted

    But User Interaction can happen!

    Computing collision impulses

    When two bodies collide, an impulse must be applied to a body so there is no= =20 interpenetration; the impulse applied to the other body is the negative of the impulse

    Once impulse is knowm, you can compute the linear velocity for center of=20 mass and angular velocity and algorith can continune

    You don't want to assume frictionless collisions or perfectly elastic=20 collisions, we want to model the real world, unless you're in space

    3 assumptions for collisions:

    1) Infinitesimal collision time

    - The duration of a collision is= =20 negligible compared to the time over which simulated objects move.

    Therefore

    a)the configurations of two objects may be taken as constant over the= =20 entire collision - even in simulations, it's just overkill to calculate the deformity and=20 rebounding of an object during a collision

    b)the effect of one object on another can be described as an impulse which= =20 gives rise to instantaneous change in linear and angular velocities of an object

    2) Poisson's hypothesis

    P_total =3D (1 + e) * P_max_compression

    e =3D constant between 0 and 1, dependent on object's material, called= =20 coefficient of restitution

    P_total =3D magnitude of normal component of the impulse done by one=20 object onto the other overthe entire collision

    =09 P_max =3D magnitude of normal component of the impulse done by one object= onto the other up to the point of maximum compression

    if e =3D 1, collision is totally elastic

    if e =3D 0, collision is totally plastic, objects stick together afer= collision

    P_max_compression is easy to characterize, it's the point at which the= normal component of the relative contact velocity vanishes.

    3)Coulomb friction

    u =3D contact velocity of object 1 realtive to object 2

    u_t =3D tangential component of u

    u_^t =3D unit vector in direction of u_t

    f_n =3D normal component of force exerted by object 2 on object= 1

    f_t =3D tangentialcomponent of force exerted by object 2 on= object 1

    m =3D coefficient of friction

    if u_t !=3D 0 ----> f_t =3D -m * abs(f_n) * u_^t

    if u_t =3D 0c ----> abs(f_t) <=3D m * abs(f_n)

  • posted on 2008-01-15 15:30 楊粼波 閱讀(453) 評論(0)  編輯 收藏 引用

    青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            欧美日韩色婷婷| 一区二区三区精品视频在线观看| 香蕉久久夜色精品| 亚洲欧美日韩视频一区| 欧美午夜电影网| 性亚洲最疯狂xxxx高清| 亚洲在线视频| 国产日韩免费| 男男成人高潮片免费网站| 久久精品国产精品亚洲综合| 韩国成人精品a∨在线观看| 久久裸体艺术| 欧美成人免费视频| 日韩亚洲视频| 中国女人久久久| 国产一区二区三区视频在线观看| 久久国产成人| 久久久精品国产99久久精品芒果| 日韩午夜激情av| 亚洲一级二级| 亚洲福利视频专区| 日韩视频在线永久播放| 国产麻豆综合| 亚洲国产精品www| 欧美亚州一区二区三区| 久久久久久久久伊人| 免费人成网站在线观看欧美高清| 亚洲一区二区三区久久| 欧美一区二区三区在线免费观看| 亚洲国产成人在线播放| 一本大道久久a久久精二百| 国产一区二区三区不卡在线观看| 欧美国产成人在线| 国产欧美日韩精品专区| 欧美激情视频一区二区三区免费| 国产精品久久久久久福利一牛影视 | 欧美在线视频网站| 欧美人与性禽动交情品| 久久久久久久久一区二区| 欧美日韩国产综合视频在线观看中文| 欧美一级专区免费大片| 欧美大学生性色视频| 欧美专区在线观看一区| 欧美日韩国产大片| 老巨人导航500精品| 国产精品久久久久77777| 美女视频黄a大片欧美| 国产精品欧美日韩久久| 亚洲精品日韩在线观看| 在线观看视频一区二区欧美日韩| 亚洲视频日本| 一区二区精品在线观看| 美女成人午夜| 久久综合久久综合这里只有精品 | 欧美日韩一区高清| 亚洲承认在线| 在线观看av一区| 久久精品国产亚洲5555| 欧美伊人精品成人久久综合97 | 亚洲免费一在线| 亚洲摸下面视频| 欧美人与性动交α欧美精品济南到 | 欧美中文在线观看国产| 亚洲午夜一区二区| 欧美日韩免费看| 亚洲免费高清视频| 一区二区三区免费在线观看| 农村妇女精品| 美女久久网站| 亚洲精品国产拍免费91在线| 久久婷婷麻豆| 欧美风情在线观看| 亚洲黄色视屏| 欧美成人综合在线| 亚洲三级免费| 亚洲小说欧美另类婷婷| 欧美先锋影音| 亚洲欧美日韩国产另类专区| 午夜国产一区| 国产一二精品视频| 久久影视三级福利片| 亚洲成人在线免费| 亚洲欧美日韩综合| 国产精品女主播一区二区三区| 亚洲美女区一区| 亚洲在线不卡| 国语自产精品视频在线看8查询8| 欧美伊人久久久久久久久影院 | 99精品国产在热久久下载| 欧美日韩国产首页| 亚洲尤物在线| 欧美超级免费视 在线| 亚洲精品美女91| 国产精品劲爆视频| 欧美综合第一页| 亚洲国产精品免费| 亚洲欧美一级二级三级| 国产日韩一区二区三区在线播放| 久久久久久欧美| 99精品久久久| 久久婷婷影院| 亚洲图片欧洲图片av| 国内久久婷婷综合| 欧美区日韩区| 久久激情视频久久| 亚洲精品欧美在线| 久久婷婷丁香| 亚洲一区二区日本| 黄色综合网站| 国产精品美女久久久久久久| 久久久久久网| 亚洲综合久久久久| 欧美激情第8页| 久久se精品一区二区| 亚洲美女性视频| 狠狠色噜噜狠狠色综合久| 欧美日韩久久| 毛片精品免费在线观看| 亚洲欧美日韩成人| 99re8这里有精品热视频免费 | 亚洲精品孕妇| 在线观看国产日韩| 国产一区999| 国产精品久久久久一区二区| 男人插女人欧美| 久久精品国产成人| 欧美亚洲专区| 亚洲一区免费看| 亚洲色无码播放| 欧美主播一区二区三区| 亚洲精品久久久久久久久久久| 久久精品国产久精国产一老狼| 一区二区久久| 欧美一区二粉嫩精品国产一线天| 国产在线视频不卡二| 久久久欧美精品| 久久国产精品久久久久久久久久| 欧美韩国一区| 欧美一区二区免费视频| 亚洲国产人成综合网站| 在线观看视频日韩| 国产精品福利在线| 蜜桃av一区二区| 亚洲欧美日韩精品一区二区| 亚洲一区在线播放| 亚洲狠狠婷婷| 久色婷婷小香蕉久久| 正在播放亚洲| 亚洲欧美视频在线观看视频| 精品9999| 国产精品美女黄网| 免费成人av在线看| 欧美成人在线免费视频| 亚洲大片av| 久久久久国产精品午夜一区| 中文日韩在线| 亚洲人成啪啪网站| 99国产精品视频免费观看一公开| 激情久久久久久久| 国产精品资源在线观看| 欧美日韩在线亚洲一区蜜芽| 亚洲午夜精品网| 亚洲网站在线观看| 一本到12不卡视频在线dvd| 亚洲国产精品va在看黑人| 欧美h视频在线| 久久先锋影音av| 99视频+国产日韩欧美| 小黄鸭精品aⅴ导航网站入口| 日韩一本二本av| 亚洲精品欧洲| 国产精品成人一区二区三区夜夜夜 | 国产日本欧美在线观看| 久久精品人人做人人综合| 免费看亚洲片| 久久日韩粉嫩一区二区三区 | 中文在线资源观看网站视频免费不卡 | 欧美电影打屁股sp| 蜜臀va亚洲va欧美va天堂| 久久大逼视频| 久久久久久久网| 免费成人黄色| 欧美激情一区二区三区不卡| 国产精品素人视频| 国产欧美一区二区精品秋霞影院| 国产精品美女视频网站| 国产精品亚洲激情| 欧美剧在线观看| 国产亚洲人成a一在线v站| 国产人成精品一区二区三| 国产免费一区二区三区香蕉精| 国产精品系列在线播放| 亚洲精品少妇网址| 一本色道久久99精品综合| 亚洲欧美精品suv| 久久国产精品99精品国产| 亚洲激情女人| 亚洲系列中文字幕| 欧美一级大片在线观看| 久久久久99|