An Improved Fast Collision Detection Algorithm for Human Models Based on Hybrid Bounding Boxes
International Journal of Cognitive Informatics and Natural Intelligence (IJCINI), Volume 18, Issue 1
Pages 1 - 13
Abstract
This article analyzes the commonly used collision detection methods in game engines and designs a hybrid bounding box structure that is more suitable for human models based on their motion characteristics. In addition, this article also optimized the collision response algorithm after the system detects collisions, making the collision response process faster. Through experimental analysis, this approach has a good effect in addressing the problem of model penetration caused by continuously changing the model posture in shooting games; it also avoids the game fairness problem caused by model penetration and improves the realism of the game's virtual environment.
References
[1]
Chen, X. W., Chou, W. S., Liu, J. H., & Wang, T. M. (2005). Collision detection algorithm based on bounding box. Computer Engineering and Applications, 2005(5), 46–50.
[2]
Garcia-Alonso, A., Serrano, N., & Flaquer, J. (1994). Solving the collision detection problem. IEEE Computer Graphics and Applications, 14(3), 36–43.
[3]
HuS.YuL. (2010). Optimization of collision detection algorithm based on OBB. In 2010 International Conference on Measuring Technology and Mechatronics Automation (pp. 853–855). IEEE. https://doi.org/10.1109/ICMTMA.2010.460
[4]
Lin, M. C., & Gottschalk, S. (1998). Collision detection between geometric models: A survey. In The Proceedings of IMA Conference on Mathematics of Surfaces (pp. 37–56).
[5]
Ma, D. W., Ye, W., & Li, Y. (2006). Survey of box-based algorithms for collision detection. Xitong Fangzhen Xuebao, 18(4), 1058–1061, 1064.
[6]
Ping, Z., & Du, G. L. (2011). A fast continuous collision detection algorithm based on K_DOPs. IEEEp International Conference on Electronics, 2011, 617–621.
[7]
Sun, J. R., & Lu, X. M. (2018). Optimized collision detection algorithm based on hybrid bounding box and intersection of triangles. Computer Engineering and Applications, 54(19), 198–203.
[8]
Wang, C., Zhang, Z. L., Long, Y., & Wang, S. (2018). Improved hybrid bounding box collision detection algorithm. Xitong Fangzhen Xuebao, 30(11), 4236–4243.
[9]
Wang, F., Wang, X. J., & Sun, S. L. (2022). A reinforcement learning level-based particle swarm optimization algorithm for large-scale optimization. Information Sciences, 602, 298–312.
[10]
Wang, H. B., & Zhang, Z. P. (2018). Research on design method of shooting game action based on Kinect. Computer Simulation, 35(12), 388–391+441. https://doi.org/10.3969/j.issn.1006-9348.2018.12.090
[11]
Wang, Z. Q., Hong, J. Z., & Yang, H. (1999). A survey of collision detection problem. Journal of Software, 10(5), 98–104.
[12]
Wang, Z. Q., Zhao, Q. P., & Wang, C. W. (1998). An object-oriented collision detection method and its application on distributed virtual environment. Chinese Journal of Computers, 1998(11), 990–994.
[13]
Yang, F. (2021). Collision detection algorithm of AABB bounding box based on B+ tree. Computer Science, 48(6A), 331–333.
[14]
Zhao, Q. P. (2009). A survey on virtual reality. Science in China (Series F) . Information Sciences, 52(3), 348–400.
Index terms have been assigned to the content through auto-classification.
Recommendations
Comments
Please enable JavaScript to view thecomments powered by Disqus.Information & Contributors
Information
Published In
Copyright © 2024.
Publisher
IGI Global
United States
Publication History
Published: 17 July 2024
Author Tags
Qualifiers
- Article
Contributors
Other Metrics
Bibliometrics & Citations
Bibliometrics
Article Metrics
- 0Total Citations
- 0Total Downloads
- Downloads (Last 12 months)0
- Downloads (Last 6 weeks)0
Reflects downloads up to 05 Mar 2025