Identity statement area
Reference TypeConference Proceedings
Last Update2006: administrator
Metadata Last Update2020: administrator
Citation KeyRochaRodrTadd:2006:PeEvHy
TitlePerformance Evaluation of a Hybrid Algorithm for Collision Detection in Crowded Interactive Environments
Date8-11 Oct. 2006
Access Date2020, Dec. 04
Number of Files1
Size364 KiB
Context area
Author1 Rocha, Rafael de Sousa
2 Rodrigues, Maria Andréia Formico
3 Taddeo, Leandro da Silva
Affiliation1 Informática, Universidade de Fortaleza (UNIFOR)
2 Mestrado em Informática Aplicada, Universidade de Fortaleza (UNIFOR)
3 Mestrado em Informática Aplicada, Universidade de Fortaleza (UNIFOR)
EditorOliveira Neto, Manuel Menezes de
Carceroni, Rodrigo Lima
Conference NameBrazilian Symposium on Computer Graphics and Image Processing, 19 (SIBGRAPI)
Conference LocationManaus
Book TitleProceedings
PublisherIEEE Computer Society
Publisher CityLos Alamitos
History2006-07-13 18:20:33 :: rochar -> banon ::
2006-08-30 21:58:31 :: banon -> rochar ::
2008-07-17 14:11:02 :: rochar -> administrator ::
2009-08-13 20:38:02 :: administrator -> banon ::
2010-08-28 20:02:23 :: banon -> administrator ::
2020-02-19 03:17:35 :: administrator -> :: 2006
Content and structure area
Is the master or a copy?is the master
Document Stagecompleted
Content TypeExternal Contribution
Tertiary TypeFull Paper
Keywordshybrid algorithm, collision detection, crowded interactive environments.
AbstractCrowded interactive environments composed of a large number of objects need a fast, accurate and scalable mechanism for collision detection. This work presents a detailed performance analysis of a hybrid collision detection algorithm for highly interactive and crowded environments. Extensive tests were conducted and the performance of the algorithm was evaluated in terms of output quality and running time, by applying a usability criteria. The results show that interactive frame rates for environments composed of 1000 colliding objects can be successfully achieved with a good level of user satisfaction using the Sweep & Prune algorithm together with sphere-trees generated by the Combined algorithm.
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