[info-performer] using frustum to speed up collision detection

New Message Reply Date view Thread view Subject view Author view

From: acanesi++at++ais.it
Date: 03/24/2003 04:58:30


Hi Performers,
in my application I would like to use a collision detection algorithm I've
found in literature that defines a frustum related to the position of a
virtual tool used to interact with a geometrical model. The perspective
frustum allows to find out which elements of the model could be
intersected by the tool (the algorithm has been developed in OpenGL using
GL_SELECT/GL_FEEDBACK mode), reducing the number of tests required to
compute exact intersection points.
I've tried to find a way to do the same thing with Performer but the only
way I've found is to define a pfFrustum, check if each pfGeoSet bbox of
the model is inside/outside the frustum and set the intersection mask to
0xfffffff if the bbox is partially or totally inside the pfFrustum and to
0x000000 otherwise, before the intersection test occurs.
Can you please suggest me a better solution? (I'm not so skilled in
Performer and I'm a bit late with my work!)

Thank you!

Alessandra


New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2b29 : Mon Mar 24 2003 - 05:08:16 PST

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.