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Презентация на тему Collision Detection

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Essential Math for GamesCollisionsUp to this point, objects just pass through each otherTwo parts to handling collisionsCollision detection – uses computational geometry techniques (useful in other ways, too)Collision response – modifying physical simulation
Essential Math for GamesCollision Detection Essential Math for GamesCollisionsUp to this point, objects just pass through each Essential Math for GamesComputational GeometryAlgorithms for solving geometric problemsObject intersectionsObject proximityPath planning Essential Math for GamesDistance TestingUseful for computing intersection between simple objectsE.g. sphere Essential Math for GamesPoint-Point DistanceCompute length of vector between two points P0 and P1, or Essential Math for GamesLine-Point DistanceLine defined by point P and vector vBreak Essential Math for GamesLine-Point DistanceFinal formula:If v isn't normalized: Essential Math for GamesLine-Line DistanceFrom http://www.geometryalgorithms.comVector wc perpendicular to u and v orTwo equationsTwo unknownsP0uQ0vP(sc)Q(tc)wc Essential Math for GamesLine-Line DistanceFinal equations:P0uQ0vP(sc)Q(tc) Essential Math for GamesSegment-Segment DistanceDetermine closest point between linesIf lies on both Essential Math for GamesBounding ObjectsDetecting intersections with complex objects expensiveProvide simple object Essential Math for GamesBounding SphereTightest sphere that surrounds modelFor each point, compute Essential Math for GamesBounding Sphere (Cont’d)What to use for center?Local origin of Essential Math for GamesSphere-Sphere CollisionCompute distance d between centersIf d < r1 Essential Math for GamesBounding BoxTightest box that surrounds modelCompare points to min/max Essential Math for GamesAxis-Aligned Bounding BoxBox edges aligned to world axesRecalc when Essential Math for GamesAxis-Aligned Box-Box CollisionCompare x values in min,max verticesIf min2 Essential Math for GamesObject-Oriented Bounding BoxBox edges aligned with local object coordinate Essential Math for GamesOBB CollisionIdea: determine if separating plane between boxes existsProject Essential Math for GamesOBB CollisionTo ensure maximum extents, take dot product using Essential Math for GamesCapsuleCylinder with hemispheres on endsOne way to computeCalc bounding Essential Math for GamesCapsuleCompactOnly store radius, endpoints of line segmentOriented shape w/faster Essential Math for GamesCapsule-Capsule CollisionKey: swept sphere axis is line segment with Essential Math for GamesCaveatMath assumes infinite precisionFloating point is not to be Essential Math for GamesWhich To Use?As many as necessaryStart with cheap tests, Essential Math for GamesRecapSphere -- cheap, not a good fitAABB -- still Essential Math for GamesCollision DetectionNaïve: n2 checks!Two part processBroad phaseCull out non-colliding Essential Math for GamesBroad PhaseObvious stepsOnly check each pair onceFlag object if Essential Math for GamesHierarchical SystemsCan break model into hierarchy and build bounds Essential Math for GamesHierarchical SystemsCan use scene graph to maintain bounding informationPropagate Essential Math for GamesSpatial SubdivisionBreak world into separate areasOnly check your area and neighborsSimplest: uniformSlabsGridVoxels Essential Math for GamesSweep and PruneStore sorted x extents of objectsSweep from Essential Math for GamesSpatial SubdivisionOther methods:Quadtrees, octreesBSP trees, kd-treesRoom-portalChoice depends on your Essential Math for GamesTemporal CoherenceObjects nearby generally stay nearbyCheck those firstCan take memory to store information Essential Math for GamesNarrow PhaseHave culled object pairsNeed to find Contact point NormalPenetration (if any) Essential Math for GamesContact RegionTwo objects interpenetrate, have one (or more) regionsA Essential Math for GamesContact FeaturesFaceted objects collide at pair of contact featuresOnly Essential Math for GamesContact FeaturesFor E-E:Point is intersection of edgesNormal is cross Essential Math for GamesContact PointsCan have multiple contact pointsEx: two concave objectsStore Essential Math for GamesExample: SpheresDifference between centers gives normal n (after you Essential Math for GamesExample: SpheresCollision point: average of penetration distance along extended Essential Math for GamesLin-CannyFor convex objectsEasy to understand, hard to implementClosest features Essential Math for GamesLin-CannyFrame 0Frame 1 Essential Math for GamesGJKFor Convex ObjectsHard to understand, easy to implementFinds point Essential Math for GamesGJKCSOSimplex Refinement Essential Math for GamesMissing CollisionIf time step is too large for object Essential Math for GamesMissing CollisionOne solution: slice time intervalSimulate between slicesSame problem, just reduced frequency Essential Math for GamesMissing CollisionAnother solution: use swept volumesIf volumes collide, may Essential Math for GamesRecapCollision detection complexCombo of math and computingBreak into two Essential Math for GamesReferencesPreparata, Franco P. and Michael Ian Shamos, Computational Geometry: Essential Math for GamesReferencesVan den Bergen, Gino, Collision Detection in Interactive 3D
Слайды презентации

Слайд 2 Essential Math for Games
Collisions
Up to this point, objects

Essential Math for GamesCollisionsUp to this point, objects just pass through

just pass through each other
Two parts to handling collisions
Collision

detection – uses computational geometry techniques (useful in other ways, too)
Collision response – modifying physical simulation

Слайд 3 Essential Math for Games
Computational Geometry
Algorithms for solving geometric

Essential Math for GamesComputational GeometryAlgorithms for solving geometric problemsObject intersectionsObject proximityPath planning

problems
Object intersections
Object proximity
Path planning


Слайд 4 Essential Math for Games
Distance Testing
Useful for computing intersection

Essential Math for GamesDistance TestingUseful for computing intersection between simple objectsE.g.

between simple objects
E.g. sphere intersection boils down to point-point

distance test
Just cover a few examples

Слайд 5 Essential Math for Games
Point-Point Distance
Compute length of vector

Essential Math for GamesPoint-Point DistanceCompute length of vector between two points P0 and P1, or

between two points P0 and P1, or


Слайд 6 Essential Math for Games
Line-Point Distance
Line defined by point

Essential Math for GamesLine-Point DistanceLine defined by point P and vector

P and vector v
Break vector w = Q –

P into w⊥ and w||
w|| = (w ∙ v) v
||w⊥||2 = ||w||2 – ||w||||2

^

^

^

v



Q

P

w

w||

w⊥

^


Слайд 7 Essential Math for Games
Line-Point Distance
Final formula:


If v isn't

Essential Math for GamesLine-Point DistanceFinal formula:If v isn't normalized:

normalized:


Слайд 8 Essential Math for Games
Line-Line Distance
From http://www.geometryalgorithms.com
Vector wc perpendicular

Essential Math for GamesLine-Line DistanceFrom http://www.geometryalgorithms.comVector wc perpendicular to u and v orTwo equationsTwo unknownsP0uQ0vP(sc)Q(tc)wc

to u and v or



Two equations
Two unknowns

P0
u

Q0
v
P(sc)
Q(tc)


wc


Слайд 9 Essential Math for Games
Line-Line Distance
Final equations:

P0
u

Q0
v
P(sc)
Q(tc)


Essential Math for GamesLine-Line DistanceFinal equations:P0uQ0vP(sc)Q(tc)

Слайд 10 Essential Math for Games
Segment-Segment Distance
Determine closest point between

Essential Math for GamesSegment-Segment DistanceDetermine closest point between linesIf lies on

lines
If lies on both segments, done
Otherwise clamp against nearest

endpoint and recompute
See references for details

Слайд 11 Essential Math for Games
Bounding Objects
Detecting intersections with complex

Essential Math for GamesBounding ObjectsDetecting intersections with complex objects expensiveProvide simple

objects expensive
Provide simple object that surrounds them to cheaply

cull out obvious cases
Use for collision, rendering, picking
Cover in increasing order of complexity

Слайд 12 Essential Math for Games
Bounding Sphere
Tightest sphere that surrounds

Essential Math for GamesBounding SphereTightest sphere that surrounds modelFor each point,

model
For each point, compute distance from center, save max

for radius



Слайд 13 Essential Math for Games
Bounding Sphere (Cont’d)
What to use

Essential Math for GamesBounding Sphere (Cont’d)What to use for center?Local origin

for center?
Local origin of model
Centroid (average of all points)
Center

of bounding box
Want a good fit to cull as much as possible
Linear programming gives smallest fit

Слайд 14 Essential Math for Games
Sphere-Sphere Collision
Compute distance d between

Essential Math for GamesSphere-Sphere CollisionCompute distance d between centersIf d <

centers
If d < r1 + r2, colliding
Note: d2 is

not necessarily < r12 + r22
want d2 < (r1 + r2)2



d

r1

r2


Слайд 15 Essential Math for Games

Bounding Box
Tightest box that surrounds

Essential Math for GamesBounding BoxTightest box that surrounds modelCompare points to

model
Compare points to min/max vertices
If element less/greater, set element

in min/max

(min x, min y)

(max x, max y)


Слайд 16 Essential Math for Games
Axis-Aligned Bounding Box
Box edges aligned

Essential Math for GamesAxis-Aligned Bounding BoxBox edges aligned to world axesRecalc

to world axes
Recalc when object changes orientation
Collision checks are

cheaper though




Слайд 17 Essential Math for Games
Axis-Aligned Box-Box Collision
Compare x values

Essential Math for GamesAxis-Aligned Box-Box CollisionCompare x values in min,max verticesIf

in min,max vertices
If min2 > max1 or min1 >

max2, no collision (separating plane)



Otherwise check y and z directions



min1

max1

min2

max2


Слайд 18 Essential Math for Games
Object-Oriented Bounding Box
Box edges aligned

Essential Math for GamesObject-Oriented Bounding BoxBox edges aligned with local object

with local object coordinate system
Much tighter, but collision calcs

costly




Слайд 19 Essential Math for Games
OBB Collision
Idea: determine if separating

Essential Math for GamesOBB CollisionIdea: determine if separating plane between boxes

plane between boxes exists
Project box extent onto plane vector,

test against projection btwn centers



c∙v

b∙v

a∙v

a

b

c


Слайд 20 Essential Math for Games
OBB Collision
To ensure maximum extents,

Essential Math for GamesOBB CollisionTo ensure maximum extents, take dot product

take dot product using only absolute values


Check against axes

for both boxes, plus cross products of all axes
See Gottschalk for more details

Слайд 21 Essential Math for Games
Capsule
Cylinder with hemispheres on ends
One

Essential Math for GamesCapsuleCylinder with hemispheres on endsOne way to computeCalc

way to compute
Calc bounding box
Use long axis for length
Next

largest width for radius

Слайд 22 Essential Math for Games
Capsule
Compact
Only store radius, endpoints of

Essential Math for GamesCapsuleCompactOnly store radius, endpoints of line segmentOriented shape

line segment
Oriented shape w/faster test than OBB
Test path collision


Слайд 23 Essential Math for Games
Capsule-Capsule Collision
Key: swept sphere axis

Essential Math for GamesCapsule-Capsule CollisionKey: swept sphere axis is line segment

is line segment with surrounding radius
Compute distance between line

segments
If less than r1 + r2, collide




Слайд 24 Essential Math for Games
Caveat
Math assumes infinite precision
Floating point

Essential Math for GamesCaveatMath assumes infinite precisionFloating point is not to

is not to be trusted
Precision worse farther from 0
Use

epsilons
Careful of operation order
Re-use computed results
More on floating point on website

Слайд 25 Essential Math for Games
Which To Use?
As many as

Essential Math for GamesWhich To Use?As many as necessaryStart with cheap

necessary
Start with cheap tests, move up the list
Sphere
Swept Sphere
Box
May

not need them all

Слайд 26 Essential Math for Games
Recap
Sphere -- cheap, not a

Essential Math for GamesRecapSphere -- cheap, not a good fitAABB --

good fit
AABB -- still cheap, but must recalc and

not a tight fit
Swept Sphere -- oriented, cheaper than OBB but generally not as good a fit
OBB -- somewhat costly, but a better fit

Слайд 27 Essential Math for Games
Collision Detection
Naïve: n2 checks!
Two part

Essential Math for GamesCollision DetectionNaïve: n2 checks!Two part processBroad phaseCull out

process
Broad phase
Cull out non-colliding pairs
Narrow phase
Determine penetration and contact

points between pairs

Слайд 28 Essential Math for Games
Broad Phase
Obvious steps
Only check each

Essential Math for GamesBroad PhaseObvious stepsOnly check each pair onceFlag object

pair once
Flag object if collisions already checked
Only check moving

objects
Check against other moving and static
Check rough bounding object first
AABB or sphere

Слайд 29 Essential Math for Games
Hierarchical Systems
Can break model into

Essential Math for GamesHierarchical SystemsCan break model into hierarchy and build

hierarchy and build bounds for each level of hierarchy
Finer

level of detection
Test top level, cull out lots of lower levels






Слайд 30 Essential Math for Games
Hierarchical Systems
Can use scene graph

Essential Math for GamesHierarchical SystemsCan use scene graph to maintain bounding

to maintain bounding information
Propagate transforms down to children
Propagate bound

changes up to root






Слайд 31 Essential Math for Games
Spatial Subdivision
Break world into separate

Essential Math for GamesSpatial SubdivisionBreak world into separate areasOnly check your area and neighborsSimplest: uniformSlabsGridVoxels

areas
Only check your area and neighbors
Simplest: uniform
Slabs
Grid
Voxels


Слайд 32 Essential Math for Games
Sweep and Prune
Store sorted x

Essential Math for GamesSweep and PruneStore sorted x extents of objectsSweep

extents of objects
Sweep from min x to max x
As

object min value comes up, make active, test against active objects
Can extend to more dimensions

Слайд 33 Essential Math for Games
Spatial Subdivision
Other methods:
Quadtrees, octrees
BSP trees,

Essential Math for GamesSpatial SubdivisionOther methods:Quadtrees, octreesBSP trees, kd-treesRoom-portalChoice depends on

kd-trees
Room-portal
Choice depends on your game type, rendering engine, memory

available, etc.

Слайд 34 Essential Math for Games
Temporal Coherence
Objects nearby generally stay

Essential Math for GamesTemporal CoherenceObjects nearby generally stay nearbyCheck those firstCan take memory to store information

nearby
Check those first
Can take memory to store information


Слайд 35 Essential Math for Games
Narrow Phase
Have culled object pairs
Need

Essential Math for GamesNarrow PhaseHave culled object pairsNeed to find Contact point NormalPenetration (if any)

to find
Contact point
Normal
Penetration (if any)


Слайд 36 Essential Math for Games
Contact Region
Two objects interpenetrate, have

Essential Math for GamesContact RegionTwo objects interpenetrate, have one (or more)

one (or more) regions



A bit messy to deal with
Many

try to avoid interpenetration





Слайд 37 Essential Math for Games
Contact Features
Faceted objects collide at

Essential Math for GamesContact FeaturesFaceted objects collide at pair of contact

pair of contact features
Only consider E-E and F-V pairs
Infinite

possibilities for normals for others
Can generally convert to E-E and F-V
Ex: V-V, pick neighboring face for one

Слайд 38 Essential Math for Games
Contact Features
For E-E:
Point is intersection

Essential Math for GamesContact FeaturesFor E-E:Point is intersection of edgesNormal is

of edges
Normal is cross product of edge vectors
For F-V:
Point

is vertex location
Normal is face normal

Слайд 39 Essential Math for Games
Contact Points
Can have multiple contact

Essential Math for GamesContact PointsCan have multiple contact pointsEx: two concave

points
Ex: two concave objects



Store as part of collision detection


Collate as part of collision resolution







Слайд 40 Essential Math for Games
Example: Spheres
Difference between centers gives

Essential Math for GamesExample: SpheresDifference between centers gives normal n (after

normal n (after you normalize)



Penetration distance p is p =

(r1+r2) - ||c2-c1||



c1

c2


Слайд 41 Essential Math for Games
Example: Spheres
Collision point: average of

Essential Math for GamesExample: SpheresCollision point: average of penetration distance along

penetration distance along extended normal





If touching, where normal

crosses sphere

v = ½(c1 + r1n + c2 - r2n)

^

^



c1

c2



Слайд 42 Essential Math for Games
Lin-Canny
For convex objects
Easy to understand,

Essential Math for GamesLin-CannyFor convex objectsEasy to understand, hard to implementClosest

hard to implement
Closest features generally same from frame to

frame
Track between frames
Modify by walking along object

Слайд 43 Essential Math for Games
Lin-Canny
Frame 0


Frame 1




Essential Math for GamesLin-CannyFrame 0Frame 1

Слайд 44 Essential Math for Games
GJK
For Convex Objects
Hard to understand,

Essential Math for GamesGJKFor Convex ObjectsHard to understand, easy to implementFinds

easy to implement
Finds point in Configuration Space Obstacle closest

to origin. Corresponds to contact point
Iteratively finds points by successive refinement of simplices



Слайд 45 Essential Math for Games
GJK
CSO


Simplex Refinement


Essential Math for GamesGJKCSOSimplex Refinement

Слайд 46 Essential Math for Games
Missing Collision
If time step is

Essential Math for GamesMissing CollisionIf time step is too large for

too large for object speed, two objects may pass

right through each other without being detected (tunneling)






Слайд 47 Essential Math for Games
Missing Collision
One solution: slice time

Essential Math for GamesMissing CollisionOne solution: slice time intervalSimulate between slicesSame problem, just reduced frequency

interval
Simulate between slices




Same problem, just reduced frequency







Слайд 48 Essential Math for Games
Missing Collision
Another solution: use swept

Essential Math for GamesMissing CollisionAnother solution: use swept volumesIf volumes collide,

volumes




If volumes collide, may collide in frame
With more work

can determine time-of-impact (TOI), if any






Слайд 49 Essential Math for Games
Recap
Collision detection complex
Combo of math

Essential Math for GamesRecapCollision detection complexCombo of math and computingBreak into

and computing
Break into two phases: broad and narrow
Be careful

of tunneling


Слайд 50 Essential Math for Games
References
Preparata, Franco P. and Michael

Essential Math for GamesReferencesPreparata, Franco P. and Michael Ian Shamos, Computational

Ian Shamos, Computational Geometry: An Introduction, Springer-Verlag, New York,

1985.
O’Rourke, Joseph, Computational Geometry in C, Cambridge University Press, New York, 1994.
Eberly, David H., 3D Game Engine Design, Morgan Kaufmann, San Francisco, 2001.
Gottschalk, Stephan, Ming Lin and Dinesh Manocha, “OBB-Tree: A Hierarchical Structure for Rapid Interference Detection,” SIGGRAPH ‘96.

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