COLLISION DETECTION IN INTERACTIVE 3D ENVIRONMENTS
CONTENTS PART I THAT WAS THEN, THIS IS NOW INTRODUCTION CONTRIBUTIONS REFERENCES A BRIEF OVERVIEW OF COLLISION DETECTION BROAD PHASE COLLISION DETECTION NARROW PHASE BASICS NARROW PHASE ADVANCED: DISTANCES, PENETRATION DEPTHS AND PENETRATION VOLUMES DISTANCES CONTINUOUS COLLISION DETECTION PENETRATION DEPTH PENETRATION VOLUME TIME CRITICAL COLLISION DETECTION COLLISION DETECTION IN HAPTIC ENVIRONMENTS COLLISION DETECTION FOR DEFORMABLE OBJECTS EXCURSUS: GPU-BASED METHODS RELATED FIELDS EXCURSUS: RAY TRACING PART II ALGORITHMS AND DATA STRUCTURES KINETIC DATA STRUCTURES FOR COLLISION DETECTION RECAP: KINETIC DATA STRUCTURES KINETIC BOUNDING VOLUME HIERARCHIES KINETIC AABB-TREE KINETIC BOXTREE DEAD ENDS KINETIC SEPARATION-LIST KINETIZATION OF THE SEPARATION-LIST ANALYSIS OF THE KINETIC SEPARATION-LIST SELF-COLLISION DETECTION IMPLEMENTATION DETAILS EVENT CALCULATION RESULTS CONCLUSION AND FUTURE WORK FUTURE WORK SPHERE PACKINGS FOR ARBITRARY OBJECTS RELATED WORK POLYDISPERSE SPHERE PACKINGS APOLLONIAN SPHERE PACKINGS VORONOI DIAGRAMS OF SPHERES VOXEL-BASED SPHERE PACKINGS PROTOSPHERE: PROTOTYPE-BASED SPHERE PACKINGS APOLLONIAN SPHERE PACKINGS FOR ARBITRARY OBJECTS PARALLELIZATION CONCLUSIONS AND FUTURE WORK INNER SPHERE TREES SPHERE PACKINGS HIERARCHY CREATION BATCH NEURAL GAS HIERARCHY CLUSTERING TRAVERSAL ALGORITHMS UNI?ED ALGORITHM FOR DISTANCE AND VOLUME QUERIES TIME-CRITICAL DISTANCE AND VOLUME QUERIES CONTINUOUS VOLUMETRIC COLLISION RESPONSE CONTACT FORCES TORQUES EXCURSUS: VOLUMETRIC COLLISION DETECTION WITH TETRAHEDRAL PACKINGS PART III EVALUATION AND APPLICATION EVALUATION AND ANALYSIS OF COLLISION DETECTION ALGORITHMS THEORETICAL ANALYSIS PERFORMANCE BENCHMARKS QUALITY BENCHMARKS ANALYZING SIMULTANEOUS HIERARCHY TRAVERSALS PROBABILITY OF BOX OVERLAP EXPERIMENTAL SUPPORT APPLICATION TO TIME-CRITICAL COLLISION DETECTION PERFORMANCE BENCHMARK BENCHMARKING SCENARIOS BENCHMARKING PROCEDURE IMPLEMENTATION QUALITY BENCHMARK FORCE AND TORQUE QUALITY BENCHMARK EVALUATION METHOD EQUIVALENT RESOLUTIONS FOR COMPARING DIFFERENT ALGORITHMS APPLICATIONS GENERAL DEFORMATION MODELS OF DEFORMABLE OBJECTS HAND ANIMATION OBSTACLE AVOIDANCE IN ROBOTICS EVALUATION OF HAPTIC INTERACTIONS SPHERE–SPRING SYSTEMS AND THEIR APPLICATION TO HAND ANIMATION SPHERE–SPRING SYSTEM PARALLELIZATION OF THE SPHERE–SPRING SYSTEM APPLICATION TO A VIRTUAL HUMAN HAND MODEL REAL-TIME OBSTACLE AVOIDANCE IN DYNAMIC ENVIRONMENTS THE SCENARIO ACCELERATING DISTANCE QUERIES FOR POINT CLOUDS 3 DOF VS 6 DOF—PLAYFUL EVALUATION OF COMPLEX HAPTIC INTERACTIONS HAPTESHA—A MULTI-USER HAPTIC WORKSPACE THE DESIGN OF THE STUDY: A HAPTIC GAME THE USER STUDY PART IV EVERY END IS JUST A NEW BEGINNING EPILOGUE SUMMARY FUTURE DIRECTIONS POINT CLOUDS NATURAL INTERACTION HAPTICS GLOBAL ILLUMINATION SOUND RENDERING