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		<doi>10.1109/SIBGRAPI.2006.34</doi>
		<citationkey>RochaRodrTadd:2006:PeEvHy</citationkey>
		<title>Performance Evaluation of a Hybrid Algorithm for Collision Detection in Crowded Interactive Environments</title>
		<format>On-line</format>
		<year>2006</year>
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		<author>Rocha, Rafael de Sousa,</author>
		<author>Rodrigues, Maria Andréia Formico,</author>
		<author>Taddeo, Leandro da Silva,</author>
		<affiliation>Informática, Universidade de Fortaleza (UNIFOR)</affiliation>
		<affiliation>Mestrado em Informática Aplicada, Universidade de Fortaleza (UNIFOR)</affiliation>
		<affiliation>Mestrado em Informática Aplicada, Universidade de Fortaleza (UNIFOR)</affiliation>
		<editor>Oliveira Neto, Manuel Menezes de,</editor>
		<editor>Carceroni, Rodrigo Lima,</editor>
		<e-mailaddress>mafr@unifor.br</e-mailaddress>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 19 (SIBGRAPI)</conferencename>
		<conferencelocation>Manaus, AM, Brazil</conferencelocation>
		<date>8-11 Oct. 2006</date>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<versiontype>finaldraft</versiontype>
		<keywords>hybrid algorithm, collision detection, crowded interactive environments.</keywords>
		<abstract>Crowded 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.</abstract>
		<language>en</language>
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