Abstract

In a virtual-space walk-through system, collisions between three-dimensional objects should be detected in real time. Generally, such collision detection is done by using the intersections of the surfaces of the objects. When the objects become complex, however, collision detection in real time is difficult because of its heavy calculation cost. Therefore, collision detection is done by approximating each object as a group of spheres. To improve the approximation, the spheres must be made smaller, but doing so makes collision detection in real time more difficult. To solve this problem, we have developed a fast collision-detection method that reduces the number of spheres. Experimental results showed that it is faster than conventional methods.

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