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  2. Collision detection - Wikipedia

    en.wikipedia.org/wiki/Collision_detection

    A hitbox is an invisible shape commonly used in video games for real-time collision detection; it is a type of bounding box. It is often a rectangle (in 2D games) or cuboid (in 3D) that is attached to and follows a point on a visible object (such as a model or a sprite). Circular or spheroidial shapes are also common, though they are still most ...

  3. Ming C. Lin - Wikipedia

    en.wikipedia.org/wiki/Ming_C._Lin

    Lin is known for her work on collision detection, and in particular for the Lin–Canny algorithm for maintaining the closest pair of features of two moving objects, [5] for the idea (with Cohen, Manocha, and Ponamgi) of using axis-aligned bounding boxes to quickly eliminate from consideration pairs of objects that are far from colliding, [6] and for additional speedups to collision detection ...

  4. Physics engine - Wikipedia

    en.wikipedia.org/wiki/Physics_engine

    Engines that use bounding boxes or bounding spheres as the final shape for collision detection are considered extremely simple. Generally a bounding box is used for broad phase collision detection to narrow down the number of possible collisions before costly mesh on mesh collision detection is done in the narrow phase of collision detection.

  5. Sweep and prune - Wikipedia

    en.wikipedia.org/wiki/Sweep_and_prune

    In physical simulations, sweep and prune is a broad phase algorithm used during collision detection to limit the number of pairs of solids that need to be checked for collision, i.e. intersection. This is achieved by sorting the starts (lower bound) and ends (upper bound) of the bounding volume of each solid along a number of arbitrary axes. As ...

  6. Bullet (software) - Wikipedia

    en.wikipedia.org/wiki/Bullet_(software)

    Bullet is a physics engine which simulates collision detection as well as soft and rigid body dynamics.It has been used in video games and for visual effects in movies. Erwin Coumans, its main author, won a Scientific and Technical Academy Award [4] for his work on Bullet.

  7. List of computer graphics and descriptive geometry topics

    en.wikipedia.org/wiki/List_of_computer_graphics...

    Bounding volume; Bounding volume hierarchy; Bresenham's line algorithm; Bump mapping; Calligraphic projection; Cel shading; Channel (digital image) Checkerboard rendering; Circular thresholding; Clip coordinates; Clipmap; Clipping (computer graphics) Clipping path; Collision detection; Color depth; Color gradient; Color space; Colour banding ...

  8. Gilbert–Johnson–Keerthi distance algorithm - Wikipedia

    en.wikipedia.org/wiki/Gilbert–Johnson–Keerthi...

    This yields collision detection systems which operate in near-constant time. The algorithm's stability, speed, and small storage footprint make it popular for realtime collision detection, especially in physics engines for video games.

  9. Open Dynamics Engine - Wikipedia

    en.wikipedia.org/wiki/Open_Dynamics_Engine

    A collision with many objects. This demo is distributed with the ODE source code (demo_crash). The Open Dynamics Engine (ODE) is a physics engine written in C/C++. Its two main components are a rigid body dynamics simulation engine and a collision detection engine. [3] It is free software licensed both under the BSD license and the LGPL.