[ODE] Re: trilist strategy

Frederic Marmond fmarmond at eprocess.fr
Thu Dec 12 07:39:01 2002


Matthias Baas wrote:

> At 12:57 12.12.2002 +0000, nlin@nlin.net wrote:
>
>> All of the above is a description of the notion of "inside". The 
>> other issue
>> is "falling through", more commonly known as "tunneling". If your 
>> objects are
>> moving too fast for your simulation frequency, such that an object 
>> moves completely
>> past another object in one timestep, then a discrete collision 
>> detection system
>> cannot detect this.
>
>
> By the way, at this years Eurographics there was a paper about 
> *continuous* collision detection. It's also available online:
>
> S. Redon, A. Kheddar and S. Coquillart
> "Fast Continuous Collision Detection between Rigid Bodies"
> In proceedings of Eurographics. September 2002
>
> http://www-rocq.inria.fr/~redon/research.htm

yeap, looks nice!
I've just had a read about it (and sent a question (in french, it 
helps!) to the author).
The problem is that it seems to be slower than discreet detections 
(hehe, we can't have both good detection and speed... too bad!).
All samples also speak about only two bodies, and one stills, while the 
other moves.

In a general rigid-bodies algo, I think it's a real problem, as often 
 there are many bodies...

Fred

>
> I just thought I'd better mention it, maybe whoever is working on 
> collision detection between triangle meshes might be interested in it.
>
> - Matthias -
>
> _______________________________________________
> ODE mailing list
> ODE@q12.org
> http://q12.org/mailman/listinfo/ode
>