Collision Detection News
The latest Collision Detection coverage curated for game developers.
Box2D details a new inscribed-sphere culling scheme for SAT that can cut expensive convex-hull contact work before edge-pair tests even run. The approach uses cheap dot products and Gauss-map arcs …
arXiv cs.GR details CuACD, a fully GPU-resident approximate convex decomposition pipeline that turns triangle meshes into convex parts much faster. The authors say it can cut preprocessing from tens of …
arXiv cs.GR details S4R, a scale-continuation method that repairs rigid-body interpenetration in large procedural scenes. It shrinks bodies to a collision-free state, then restores full size through shallow convex QP …
A new collision-handling method for deformable simulation builds explicit convex “safe” regions around each vertex before penetration happens. That makes it easier to catch primary, secondary, and codimensional contacts without …
SIMD is paying off in Box3D’s collision pipeline, especially once convex hulls get complex enough that edge-edge SAT tests dominate. On a 32-point “boulder” hull, wide SIMD cut full-simulation time …
A fixed-topology physics path can run 4.65× faster than varying-topology baselines, but the paper’s bigger takeaway is harsher: converting high-quality dynamic reconstructions into physics-friendly meshes costs 65-80% of geometric fidelity. …
Cloth simulation is getting a Transformer treatment that aims to scale beyond one-off setups. ClothTransformer models garments, robotic manipulation, and free-fall collisions in a shared latent space, with reported error …
Mochi introduces a novel approach to collision detection in GPU ray tracing, enhancing performance for both uniform and non-uniform spherical particles. This advancement is crucial for graphics programmers looking to …
The introduction of generalized winding numbers for trimmed NURBS surfaces marks a significant advancement for graphics programmers. This method enhances the accuracy and efficiency of containment queries, which are crucial …
A new O(n log n) method simplifies convex hulls while keeping them conservative, which is the part that matters for collision, ray tests, and distance queries. Instead of just decimating …
VisACD introduces a significant advancement in collision detection for game developers, particularly graphics programmers. By utilizing a visibility-based approach, it enhances performance while maintaining accuracy, producing high-quality convex decompositions with …
Greedy rectangle merging can significantly optimize tiled collision layers, transforming dense grids into efficient, non-overlapping rectangles. This technique is particularly beneficial for programmers looking to enhance runtime performance in games. …