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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 ...
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 ...
An example of a bounding volume hierarchy using rectangles as bounding volumes. A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within larger bounding volumes.
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.
A bounding box or minimum bounding box (MBB) is a cuboid, or in 2-D a rectangle, containing the object. In dynamical simulation, bounding boxes are preferred to other shapes of bounding volume such as bounding spheres or cylinders for objects that are roughly cuboid in shape when the intersection test needs to be fairly accurate. The benefit is ...
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 ...
Axis-aligned bounding box; Axonometric projection; Bézier curve; Bézier surface; Bicubic interpolation; Bilinear interpolation; Binary space partitioning; Bitmap graphics editor; Bounding volume; Bresenham's line algorithm; Bump mapping; Collision detection; Color space; Colour banding; Computational geometry; Computer animation; Computer ...
Quadtree compression of an image step by step. Left shows the compressed image with the tree bounding boxes while the right shows just the compressed image. A quadtree is a tree data structure in which each internal node has exactly four children.