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Collision detection

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Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of if , when and where two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics , physical simulation , video games , robotics (including autonomous driving ) and computational physics . Collision detection algorithms can be divided into operating on 2D or 3D spatial objects.

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85-427: Collision detection is closely linked to calculating the distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. 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

170-445: A scene graph avoids drift. In other words, physical simulators usually function one of two ways: where the collision is detected a posteriori (after the collision occurs) or a priori (before the collision occurs). In addition to the a posteriori and a priori distinction, almost all modern collision detection algorithms are broken into a hierarchy of algorithms. Often the terms "discrete" and "continuous" are used rather than

255-470: A vector space , its distance is associated with a norm called the Euclidean norm , defined as the distance of each vector from the origin . One of the important properties of this norm, relative to other norms, is that it remains unchanged under arbitrary rotations of space around the origin. By Dvoretzky's theorem , every finite-dimensional normed vector space has a high-dimensional subspace on which

340-514: A Euclidean space. According to the Beckman–Quarles theorem , any transformation of the Euclidean plane or of a higher-dimensional Euclidean space that preserves unit distances must be an isometry , preserving all distances. In many applications, and in particular when comparing distances, it may be more convenient to omit the final square root in the calculation of Euclidean distances, as

425-403: A force, which will resolve the collision in the following time steps like it is in reality. This is very CPU intensive for low softness materials. Some simulators estimate the time of collision by linear interpolation , roll back the simulation, and calculate the collision by the more abstract methods of conservation laws . Some iterate the linear interpolation ( Newton's method ) to calculate

510-462: A logarithmic time complexity with respect to the number of polygons. Space partitioning is also often used in scanline algorithms to eliminate the polygons out of the camera's viewing frustum , limiting the number of polygons processed by the pipeline. There is also a usage in collision detection : determining whether two objects are close to each other can be much faster using space partitioning. In integrated circuit design , an important step

595-528: A naive approach. This quadratic growth makes such an approach computationally expensive as n {\displaystyle n} increases. Due to the complexity mentioned above, collision detection is computationally intensive process. Nevertheless, it is essential for interactive applications like video games, robotics, and real-time physics engines. To manage these computational demands, extensive efforts have gone into optimizing collision detection algorithms. A commonly used approach towards accelerating

680-417: A number of simple cells, and if two objects can be shown not to be in the same cell, then they need not be checked for intersection. Dynamic scenes and deformable objects require updating the partitioning which can add overhead. Bounding Volume Hierarchy (BVH) a tree structure over a set of bounding volumes . Collision is determined by doing a tree traversal starting from the root. If the bounding volume of

765-514: A numerical root-finding algorithm to compute the instant of impact. As an example, consider two triangles moving in time v 1 ( t ) , v 2 ( t ) , v 3 ( t ) {\displaystyle {v_{1}(t),v_{2}(t),v_{3}(t)}} and v 4 ( t ) , v 5 ( t ) , v 6 ( t ) {\displaystyle {v_{4}(t),v_{5}(t),v_{6}(t)}} . At any point in time,

850-774: A pencil tip. The simulation need only add a centroid dimension to the physics parameters. Given centroid points in both object and target it is possible to define the line segment connecting these two points. The position vector of the centroid of a triangle is the average of the position vectors of its vertices. So if its vertices have Cartesian coordinates ( x 1 , y 1 , z 1 ) {\displaystyle (x_{1},y_{1},z_{1})} , ( x 2 , y 2 , z 2 ) {\displaystyle (x_{2},y_{2},z_{2})} and ( x 3 , y 3 , z 3 ) {\displaystyle (x_{3},y_{3},z_{3})} then

935-954: A point to a curve can be used to define its parallel curve , another curve all of whose points have the same distance to the given curve. The Euclidean distance is the prototypical example of the distance in a metric space , and obeys all the defining properties of a metric space: Another property, Ptolemy's inequality , concerns the Euclidean distances among four points p {\displaystyle p} , q {\displaystyle q} , r {\displaystyle r} , and s {\displaystyle s} . It states that d ( p , q ) ⋅ d ( r , s ) + d ( q , r ) ⋅ d ( p , s ) ≥ d ( p , r ) ⋅ d ( q , s ) . {\displaystyle d(p,q)\cdot d(r,s)+d(q,r)\cdot d(p,s)\geq d(p,r)\cdot d(q,s).} For points in

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1020-430: A posteriori and a priori . In the a posteriori case, the physical simulation is advanced by a small step, then checked to see if any objects are intersecting or visibly considered intersecting. At each simulation step, a list of all intersecting bodies is created, and the positions and trajectories of these objects are "fixed" to account for the collision. This method is called a posteriori because it typically misses

1105-555: A pruning algorithm to reduce the number of pairs of triangles we need to check. The most widely used family of algorithms is known as the hierarchical bounding volumes method. As a preprocessing step, for each object (in our example, S {\displaystyle S} and T {\displaystyle T} ) we will calculate a hierarchy of bounding volumes . Then, at each time step, when we need to check for collisions between S {\displaystyle S} and T {\displaystyle T} ,

1190-425: A ray/polygon intersection test with each would be a very computationally expensive task. Storing objects in a space-partitioning data structure ( k -d tree or BSP tree for example) makes it easy and fast to perform certain kinds of geometry queries—for example in determining whether a ray intersects an object, space partitioning can reduce the number of intersection test to just a few per primary ray, yielding

1275-419: A root finder on these sixty functions produces the exact collision times for the two given triangles and the two given trajectory. We note here that if the trajectories of the vertices are assumed to be linear polynomials in t {\displaystyle t} then the final sixty functions are in fact cubic polynomials, and in this exceptional case, it is possible to locate the exact collision time using

1360-490: A spheroid. Euclidean distance is the distance in Euclidean space . Both concepts are named after ancient Greek mathematician Euclid , whose Elements became a standard textbook in geometry for many centuries. Concepts of length and distance are widespread across cultures, can be dated to the earliest surviving "protoliterate" bureaucratic documents from Sumer in the fourth millennium BC (far before Euclid), and have been hypothesized to develop in children earlier than

1445-420: Is design rule check . This step ensures that the completed design is manufacturable. The check involves rules that specify widths and spacings and other geometry patterns. A modern design can have billions of polygons that represent wires and transistors. Efficient checking relies heavily on geometry query. For example, a rule may specify that any polygon must be at least n nanometers from any other polygon. This

1530-489: Is a monotonic function of non-negative values, minimizing squared distance is equivalent to minimizing the Euclidean distance, so the optimization problem is equivalent in terms of either, but easier to solve using squared distance. The collection of all squared distances between pairs of points from a finite set may be stored in a Euclidean distance matrix , and is used in this form in distance geometry. In more advanced areas of mathematics, when viewing Euclidean space as

1615-474: Is a sphere that completely contains E {\displaystyle E} and is as small as possible. Ahead of time, we can compute B ( S ) {\displaystyle B(S)} and B ( T ) {\displaystyle B(T)} . Clearly, if these two spheres do not intersect (and that is very easy to test), then neither do S {\displaystyle S} and T {\displaystyle T} . This

1700-482: 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. Collision detection frequently involves dynamic objects, adding a temporal dimension to distance calculations. Instead of simply measuring distance between static objects, collision detection algorithms often aim to determine whether

1785-467: Is converted into a geometry query by enlarging a polygon by n/2 at all sides and query to find all intersecting polygons. The number of components in a space partition plays a central role in some results in probability theory. See Growth function for more details. There are many studies and applications where Geographical Spatial Reality is partitioned by hydrological criteria , administrative criteria , mathematical criteria or many others. In

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1870-436: Is divided into several regions, and then the same space-partitioning system is recursively applied to each of the regions thus created. The regions can be organized into a tree , called a space-partitioning tree . Most space-partitioning systems use planes (or, in higher dimensions, hyperplanes ) to divide space: points on one side of the plane form one region, and points on the other side form another. Points exactly on

1955-486: Is given by: d ( p , q ) = ( p 1 − q 1 ) 2 + ( p 2 − q 2 ) 2 . {\displaystyle d(p,q)={\sqrt {(p_{1}-q_{1})^{2}+(p_{2}-q_{2})^{2}}}.} This can be seen by applying the Pythagorean theorem to a right triangle with horizontal and vertical sides, having

2040-590: Is no sense in checking any triangle in S {\displaystyle S} against any triangle in L ( T ) {\displaystyle L(T)} . As a precomputation , we can take each physical body (represented by a set of triangles) and recursively decompose it into a binary tree , where each node N {\displaystyle N} represents a set of triangles, and its two children represent L ( N ) {\displaystyle L(N)} and R ( N ) {\displaystyle R(N)} . At each node in

2125-881: Is not much better than an n -body pruning algorithm, however. If E = E 1 , E 2 , … , E m {\displaystyle E={E_{1},E_{2},\dots ,E_{m}}} is a set of triangles, then we can split it into two halves L ( E ) := E 1 , E 2 , … , E m / 2 {\displaystyle L(E):={E_{1},E_{2},\dots ,E_{m/2}}} and R ( E ) := E m / 2 + 1 , … , E m − 1 , E m {\displaystyle R(E):={E_{m/2+1},\dots ,E_{m-1},E_{m}}} . We can do this to S {\displaystyle S} and T {\displaystyle T} , and we can calculate (ahead of time)

2210-460: Is not need to check the actual objects. However, if the bounding volume intersect, the more expensive computation has to be performed. In order for the bounding-volume test to add value, two properties need to be balanced: a) the cost of intersecting the bounding volume needs to be low and b) the bounding volume needs to be tight enough so that the number of 'false positive' intersection will be low. A false positive intersection in this case means that

2295-562: Is of central importance in statistics , where it is used in the method of least squares , a standard method of fitting statistical estimates to data by minimizing the average of the squared distances between observed and estimated values, and as the simplest form of divergence to compare probability distributions . The addition of squared distances to each other, as is done in least squares fitting, corresponds to an operation on (unsquared) distances called Pythagorean addition . In cluster analysis , squared distances can be used to strengthen

2380-437: Is sometimes referred to as mid-phase. Once these tests passed (e.g the pair of objects may be colliding) more precise algorithms determine whether these objects actually intersect. If they do, the narrow phase often calculates the exact time and location of the intersection. A quick way to potentially avoid a needless expensive computation is to check if the bounding volume enclosing the two objects intersect. If they don't, there

2465-548: Is the length of the line segment between them. It can be calculated from the Cartesian coordinates of the points using the Pythagorean theorem , and therefore is occasionally called the Pythagorean distance . These names come from the ancient Greek mathematicians Euclid and Pythagoras . In the Greek deductive geometry exemplified by Euclid's Elements , distances were not represented as numbers but line segments of

2550-479: Is the function for a line segment distance between two 3D points. d i s t a n c e = ( z 2 − z 1 ) 2 + ( x 2 − x 1 ) 2 + ( y 2 − y 1 ) 2 {\displaystyle \mathrm {distance} ={\sqrt {(z_{2}-z_{1})^{2}+(x_{2}-x_{1})^{2}+(y_{2}-y_{1})^{2}}}} Here

2635-437: Is the number of objects and m {\displaystyle m} is the number of objects at close proximity. This is a significant improvement over the quadratic complexity of the naive approach. Several approaches can grouped under the spatial partitioning umbrella, which includes octrees (for 3D), quadtrees (for 2D) binary space partitioning (or BSP trees) and other, similar approaches. If one splits space into

Collision detection - Misplaced Pages Continue

2720-412: Is the process of dividing an entire space (usually a Euclidean space ) into two or more disjoint subsets (see also partition of a set ). In other words, space partitioning divides a space into non-overlapping regions. Any point in the space can then be identified to lie in exactly one of the regions. Space-partitioning systems are often hierarchical , meaning that a space (or a region of space)

2805-416: Is usually involved. Some objects are in resting contact , that is, in collision, but neither bouncing off, nor interpenetrating, such as a vase resting on a table. In all cases, resting contact requires special treatment: If two objects collide ( a posteriori ) or slide ( a priori ) and their relative motion is below a threshold, friction becomes stiction and both objects are arranged in the same branch of

2890-842: The Euclidean minimum spanning tree can be determined using only the ordering between distances, and not their numeric values. Comparing squared distances produces the same result but avoids an unnecessary square-root calculation and sidesteps issues of numerical precision. As an equation, the squared distance can be expressed as a sum of squares : d 2 ( p , q ) = ( p 1 − q 1 ) 2 + ( p 2 − q 2 ) 2 + ⋯ + ( p n − q n ) 2 . {\displaystyle d^{2}(p,q)=(p_{1}-q_{1})^{2}+(p_{2}-q_{2})^{2}+\cdots +(p_{n}-q_{n})^{2}.} Beyond its application to distance comparison, squared Euclidean distance

2975-576: The Euclidean norm of the Euclidean vector difference: d ( p , q ) = ‖ p − q ‖ . {\displaystyle d(p,q)=\|p-q\|.} For pairs of objects that are not both points, the distance can most simply be defined as the smallest distance between any two points from the two objects, although more complicated generalizations from points to sets such as Hausdorff distance are also commonly used. Formulas for computing distances between different types of objects include: The distance from

3060-507: The Euclidean plane , let point p {\displaystyle p} have Cartesian coordinates ( p 1 , p 2 ) {\displaystyle (p_{1},p_{2})} and let point q {\displaystyle q} have coordinates ( q 1 , q 2 ) {\displaystyle (q_{1},q_{2})} . Then the distance between p {\displaystyle p} and q {\displaystyle q}

3145-526: The Gilbert-Johnson-Keerthi distance algorithm are two such examples. These algorithms approach constant time when applied repeatedly to pairs of stationary or slow-moving objects, and every step is initialized from the previous collision check. The result of all this algorithmic work is that collision detection can be done efficiently for thousands of moving objects in real time on typical personal computers and game consoles. Where most of

3230-409: The a posteriori algorithms are in effect one dimension simpler than the a priori algorithms. An a priori algorithm must deal with the time variable, which is absent from the a posteriori problem. On the other hand, a posteriori algorithms cause problems in the "fixing" step, where intersections (which aren't physically correct) need to be corrected. Moreover, if the discrete step is too large,

3315-917: The complex plane , the same formula for one-dimensional points expressed as real numbers can be used, although here the absolute value sign indicates the complex norm : d ( p , q ) = | p − q | . {\displaystyle d(p,q)=|p-q|.} In three dimensions, for points given by their Cartesian coordinates, the distance is d ( p , q ) = ( p 1 − q 1 ) 2 + ( p 2 − q 2 ) 2 + ( p 3 − q 3 ) 2 . {\displaystyle d(p,q)={\sqrt {(p_{1}-q_{1})^{2}+(p_{2}-q_{2})^{2}+(p_{3}-q_{3})^{2}}}.} In general, for points given by Cartesian coordinates in n {\displaystyle n} -dimensional Euclidean space,

3400-409: The scene graph . Video games have to split their very limited computing time between several tasks. Despite this resource limit, and the use of relatively primitive collision detection algorithms, programmers have been able to create believable, if inexact, systems for use in games. Euclidean distance In mathematics , the Euclidean distance between two points in Euclidean space

3485-536: The Euclidean distance should be distinguished from the geodesic distance, the length of a shortest curve that belongs to the surface. In particular, for measuring great-circle distances on the Earth or other spherical or near-spherical surfaces, distances that have been used include the haversine distance giving great-circle distances between two points on a sphere from their longitudes and latitudes, and Vincenty's formulae also known as "Vincent distance" for distance on

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3570-402: The actual instant of collision, and only catches the collision after it has actually happened. In the a priori methods, there is a collision detection algorithm which will be able to predict very precisely the trajectories of the physical bodies. The instants of collision are calculated with high precision, and the physical bodies never actually interpenetrate. This is called a priori because

3655-404: The actual objects, or its parts (often triangles of a triangle mesh ) need to be computed only between intersecting leaves. The same approach works for pair wise collision and self-collisions. During the broad-phase, when the objects in the world move or deform, the data-structures used to cull collisions have to be updated. In cases where the changes between two frames or time-steps are small and

3740-687: The bounding spheres B ( L ( S ) ) , B ( R ( S ) ) {\displaystyle B(L(S)),B(R(S))} and B ( L ( T ) ) , B ( R ( T ) ) {\displaystyle B(L(T)),B(R(T))} . The hope here is that these bounding spheres are much smaller than B ( S ) {\displaystyle B(S)} and B ( T ) {\displaystyle B(T)} . And, if, for instance, B ( S ) {\displaystyle B(S)} and B ( L ( T ) ) {\displaystyle B(L(T))} do not intersect, then there

3825-401: The bounding volume intersect but the actual objects do not. Different bounding volume types offer different trade-offs for these properties. Axis-Align Bounding Boxes (AABB) and cuboids are popular due to their simplicity and quick intersection tests. Bounding volumes such as Oriented Bounding Boxes (OBB) , K-DOPs and Convex-hulls offer a tighter approximation of the enclosed shape at

3910-475: The centroid is ( ( x 1 + x 2 + x 3 ) 3 , ( y 1 + y 2 + y 3 ) 3 , ( z 1 + z 2 + z 3 ) 3 ) {\displaystyle \left({\frac {(x_{1}+x_{2}+x_{3})}{3}},{\frac {(y_{1}+y_{2}+y_{3})}{3}},{\frac {(z_{1}+z_{2}+z_{3})}{3}}\right)} . Here

3995-519: The collision could go undetected, resulting in an object which passes through another if it is sufficiently fast or small. The benefits of the a priori algorithms are increased fidelity and stability. It is difficult (but not completely impossible) to separate the physical simulation from the collision detection algorithm. However, in all but the simplest cases, the problem of determining ahead of time when two bodies will collide (given some initial data) has no closed form solution—a numerical root finder

4080-571: The collision detection algorithm calculates the instants of collision before it updates the configuration of the physical bodies. The main benefits of the a posteriori methods are as follows. In this case, the collision detection algorithm need not be aware of the myriad of physical variables; a simple list of physical bodies is fed to the algorithm, and the program returns a list of intersecting bodies. The collision detection algorithm doesn't need to understand friction, elastic collisions, or worse, nonelastic collisions and deformable bodies. In addition,

4165-455: The computation overhead to due the collisions to be low. ‹The template Manual is being considered for merging .›   Objects for which pruning approaches could not rule out the possibility of a collision have to undergo an exact collision detection computation. According to the separating planes theorem , for any two disjoint convex objects, there exists a plane so that one object lies completely on one side of that plane, and

4250-419: The context of Cartography and GIS - Geographic Information System , is common to identify cells of the partition by standard codes . For example the for HUC code identifying hydrographical basins and sub-basins, ISO 3166-2 codes identifying countries and its subdivisions, or arbitrary DGGs - discrete global grids identifying quadrants or locations. Common space-partitioning systems include: Suppose

4335-449: The context of collision detection this means that the time complexity of the collision detection is proportional to the number of objects that are close to each other. An early example of that is the I-COLLIDE where the number of required narrow phase collision tests was O ( n + m ) {\displaystyle O(n+m)} where n {\displaystyle n}

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4420-503: The distance is d ( p , q ) = ( p 1 − q 1 ) 2 + ( p 2 − q 2 ) 2 + ⋯ + ( p n − q n ) 2 . {\displaystyle d(p,q)={\sqrt {(p_{1}-q_{1})^{2}+(p_{2}-q_{2})^{2}+\cdots +(p_{n}-q_{n})^{2}}}.} The Euclidean distance may also be expressed more compactly in terms of

4505-535: The distance itself. The distance between any two points on the real line is the absolute value of the numerical difference of their coordinates, their absolute difference . Thus if p {\displaystyle p} and q {\displaystyle q} are two points on the real line, then the distance between them is given by: d ( p , q ) = | p − q | . {\displaystyle d(p,q)=|p-q|.} A more complicated formula, giving

4590-442: The effect of longer distances. Squared Euclidean distance does not form a metric space, as it does not satisfy the triangle inequality. However it is a smooth, strictly convex function of the two points, unlike the distance, which is non-smooth (near pairs of equal points) and convex but not strictly convex. The squared distance is thus preferred in optimization theory , since it allows convex analysis to be used. Since squaring

4675-410: The expense of a more elaborate intersection test. Bounding volumes are typically used in the early (pruning) stage of collision detection, so that only objects with overlapping bounding volumes need be compared in detail. Computing collision or overlap between bounding volumes involves additional computations, therefore, in order for it to beneficial we need the bounding volume to be relatively tight and

4760-449: The formula for the roots of the cubic. Some numerical analysts suggest that using the formula for the roots of the cubic is not as numerically stable as using a root finder for polynomials. A triangle mesh object is commonly used in 3D body modeling. Normally the collision function is a triangle to triangle intercept or a bounding shape associated with the mesh. A triangle centroid is a center of mass location such that it would balance on

4845-592: The hierarchical bounding volumes are used to reduce the number of pairs of triangles under consideration. For simplicity, we will give an example using bounding spheres, although it has been noted that spheres are undesirable in many cases. If E {\displaystyle E} is a set of triangles, we can pre-calculate a bounding sphere B ( E ) {\displaystyle B(E)} . There are many ways of choosing B ( E ) {\displaystyle B(E)} , we only assume that B ( E ) {\displaystyle B(E)}

4930-454: The idea that Euclidean distance might not be the only way of measuring distances between points in mathematical spaces came even later, with the 19th-century formulation of non-Euclidean geometry . The definition of the Euclidean norm and Euclidean distance for geometries of more than three dimensions also first appeared in the 19th century, in the work of Augustin-Louis Cauchy . Spatial partitioning In geometry , space partitioning

5015-736: The intervals helps keep track of the status. Once we've selected a pair of physical bodies for further investigation, we need to check for collisions more carefully. However, in many applications, individual objects (if they are not too deformable) are described by a set of smaller primitives, mainly triangles. So now, we have two sets of triangles, S = S 1 , S 2 , … , S n {\displaystyle S={S_{1},S_{2},\dots ,S_{n}}} and T = T 1 , T 2 , … , T n {\displaystyle T={T_{1},T_{2},\dots ,T_{n}}} (for simplicity, we will assume that each set has

5100-414: The length/distance of the segment is an adjustable "hit" criteria size of segment. As the objects approach the length decreases to the threshold value. A triangle sphere becomes the effective geometry test. A sphere centered at the centroid can be sized to encompass all the triangle's vertices. Physical simulators differ in the way they react on a collision. Some use the softness of the material to calculate

5185-449: The line segment from p {\displaystyle p} to q {\displaystyle q} as its hypotenuse. The two squared formulas inside the square root give the areas of squares on the horizontal and vertical sides, and the outer square root converts the area of the square on the hypotenuse into the length of the hypotenuse. It is also possible to compute the distance for points given by polar coordinates . If

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5270-461: The measurement of distances after the invention of Cartesian coordinates by René Descartes in 1637. The distance formula itself was first published in 1731 by Alexis Clairaut . Because of this formula, Euclidean distance is also sometimes called Pythagorean distance. Although accurate measurements of long distances on the Earth's surface, which are not Euclidean, had again been studied in many cultures since ancient times (see history of geodesy ),

5355-400: The n-dimensional Euclidean space is partitioned by r {\displaystyle r} hyperplanes that are ( n − 1 ) {\displaystyle (n-1)} -dimensional. What is the number of components in the partition? The largest number of components is attained when the hyperplanes are in general position , i.e, no two are parallel and no three have

5440-412: The narrow phase. Here, more precise algorithms determine whether these objects actually intersect. If they do, the narrow phase often calculates the exact time and location of the intersection. This phase aims at quickly finding objects or parts of objects for which it can be quickly determined that no further collision test is needed. A useful property of such approach is that it is output sensitive . In

5525-542: The norm is approximately Euclidean; the Euclidean norm is the only norm with this property. It can be extended to infinite-dimensional vector spaces as the L norm or L distance. The Euclidean distance gives Euclidean space the structure of a topological space , the Euclidean topology , with the open balls (subsets of points at less than a given distance from a given point) as its neighborhoods . Other common distances in real coordinate spaces and function spaces : For points on surfaces in three dimensions,

5610-622: The objects can approximated well with an axis-aligned bounding boxes the sweep and prune algorithm can be a suitable approach. Several key observation make the implementation efficient: Two bounding-boxes intersect if, and only if , there is overlap along all three axes; overlap can be determined, for each axis separately, by sorting the intervals for all the boxes; and lastly, between two frames updates are typically small (making sorting algorithms optimized for almost-sorted lists suitable for this application). The algorithm keeps track of currently intersecting boxes, and as objects moves, re-sorting

5695-452: The objects involved are fixed, as is typical of video games, a priori methods using precomputation can be used to speed up execution. Pruning is also desirable here, both n -body pruning and pairwise pruning, but the algorithms must take time and the types of motions used in the underlying physical system into consideration. When it comes to the exact pairwise collision detection, this is highly trajectory dependent, and one almost has to use

5780-561: The objects’ motion will bring them to a point in time when their distance is zero—an operation that adds significant computational overhead. In collision detection involving multiple objects, a naive approach would require detecting collisions for all pairwise combinations of objects. As the number of objects increases, the number of required comparisons grows rapidly: for n {\displaystyle n} objects, n ( n − 1 ) / 2 {n(n-1)}/{2} intersection tests are needed with

5865-410: The other object lies on the opposite side of that plane. This property allows the development of efficient collision detection algorithms between convex objects. Several algorithms are available for finding the closest points on the surface of two convex polyhedral objects - and determining collision. Early work by Ming C. Lin that used a variation on the simplex algorithm from linear programming and

5950-447: The plane are usually arbitrarily assigned to one or the other side. Recursively partitioning space using planes in this way produces a BSP tree , one of the most common forms of space partitioning. Space partitioning is particularly important in computer graphics , especially heavily used in ray tracing , where it is frequently used to organize the objects in a virtual scene. A typical scene may contain millions of polygons. Performing

6035-607: The plane, this can be rephrased as stating that for every quadrilateral , the products of opposite sides of the quadrilateral sum to at least as large a number as the product of its diagonals. However, Ptolemy's inequality applies more generally to points in Euclidean spaces of any dimension, no matter how they are arranged. For points in metric spaces that are not Euclidean spaces, this inequality may not be true. Euclidean distance geometry studies properties of Euclidean distance such as Ptolemy's inequality, and their application in testing whether given sets of distances come from points in

6120-796: The polar coordinates of p {\displaystyle p} are ( r , θ ) {\displaystyle (r,\theta )} and the polar coordinates of q {\displaystyle q} are ( s , ψ ) {\displaystyle (s,\psi )} , then their distance is given by the law of cosines : d ( p , q ) = r 2 + s 2 − 2 r s cos ⁡ ( θ − ψ ) . {\displaystyle d(p,q)={\sqrt {r^{2}+s^{2}-2rs\cos(\theta -\psi )}}.} When p {\displaystyle p} and q {\displaystyle q} are expressed as complex numbers in

6205-491: The related concepts of speed and time. But the notion of a distance, as a number defined from two points, does not actually appear in Euclid's Elements . Instead, Euclid approaches this concept implicitly, through the congruence of line segments, through the comparison of lengths of line segments, and through the concept of proportionality . The Pythagorean theorem is also ancient, but it could only take its central role in

6290-401: The required computations is to divide the process into two phases: the broad phase and the narrow phase . The broad phase aims to answer the question of whether objects might collide, using a conservative but efficient approach to rule out pairs that clearly do not intersect, thus avoiding unnecessary calculations. Objects that cannot be definitively separated in the broad phase are passed to

6375-464: The root doesn't intersect with the object of interest, the traversal can be stopped. If, however there is an intersection, the traversal proceeds and checks the branches for each there is an intersection. Branches for which there is no intersection with the bounding volume can be culled from further intersection test. Therefore multiple objects can be determined to not intersect at once. BVH can be used with deformable objects such as cloth or soft-bodies but

6460-493: The same length, which were considered "equal". The notion of distance is inherent in the compass tool used to draw a circle , whose points all have the same distance from a common center point . The connection from the Pythagorean theorem to distance calculation was not made until the 18th century. The distance between two objects that are not points is usually defined to be the smallest distance among pairs of points from

6545-405: The same number of triangles.) The obvious thing to do is to check all triangles S j {\displaystyle S_{j}} against all triangles T k {\displaystyle T_{k}} for collisions, but this involves n 2 {\displaystyle n^{2}} comparisons, which is highly inefficient. If possible, it is desirable to use

6630-399: The same value, but generalizing more readily to higher dimensions, is: d ( p , q ) = ( p − q ) 2 . {\displaystyle d(p,q)={\sqrt {(p-q)^{2}}}.} In this formula, squaring and then taking the square root leaves any positive number unchanged, but replaces any negative number by its absolute value. In

6715-426: The square root does not change the order ( d 1 2 > d 2 2 {\displaystyle d_{1}^{2}>d_{2}^{2}} if and only if d 1 > d 2 {\displaystyle d_{1}>d_{2}} ). The value resulting from this omission is the square of the Euclidean distance, and is called the squared Euclidean distance . For instance,

6800-542: The time of collision with a much higher precision than the rest of the simulation. Collision detection utilizes time coherence to allow even finer time steps without much increasing CPU demand, such as in air traffic control . After an inelastic collision, special states of sliding and resting can occur and, for example, the Open Dynamics Engine uses constraints to simulate them. Constraints avoid inertia and thus instability. Implementation of rest by means of

6885-567: The tree, we can pre-compute the bounding sphere B ( N ) {\displaystyle B(N)} . When the time comes for testing a pair of objects for collision, their bounding sphere tree can be used to eliminate many pairs of triangles. Many variants of the algorithms are obtained by choosing something other than a sphere for B ( T ) {\displaystyle B(T)} . If one chooses axis-aligned bounding boxes , one gets AABBTrees. Oriented bounding box trees are called OBBTrees. Some trees are easier to update if

6970-408: The two objects. Formulas are known for computing distances between different types of objects, such as the distance from a point to a line . In advanced mathematics, the concept of distance has been generalized to abstract metric spaces , and other distances than Euclidean have been studied. In some applications in statistics and optimization , the square of the Euclidean distance is used instead of

7055-779: The two triangles can be checked for intersection using the twenty planes previously mentioned. However, we can do better, since these twenty planes can all be tracked in time. If P ( u , v , w ) {\displaystyle P(u,v,w)} is the plane going through points u , v , w {\displaystyle u,v,w} in R 3 {\displaystyle \mathbb {R} ^{3}} then there are twenty planes P ( v i ( t ) , v j ( t ) , v k ( t ) ) {\displaystyle P(v_{i}(t),v_{j}(t),v_{k}(t))} to track. Each plane needs to be tracked against three vertices, this gives sixty values to track. Using

7140-415: The underlying object changes. Some trees can accommodate higher order primitives such as splines instead of simple triangles. Objects that cannot be definitively separated in the broad phase are passed to the narrow phase. In this phase, the objects under consideration are relatively close to each other. Still, attempts to quickly determine if a full intersection is needed are employed first. This step

7225-404: The volume hierarchy has to be adjusted as the shape deforms. For deformable objects we need to be concerned about self-collisions or self intersections. BVH can be used for that end as well. Collision between two objects is computed by computing intersection between the bounding volumes of the root of the tree as there are collision we dive into the sub-trees that intersect. Exact collisions between

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