Christine Perez added According_to_citet_cohen1995collide_s__.tex  over 7 years ago

Commit id: 0dc0e189c0e1659ff2bff75e0862957b0a299a1a

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According to \citet{cohen1995collide}'s study, collision detection for large scale environments are still not evident in the field. A large scale virtual environment is a computer generated world with both real and virtual objects.The objective of collision detection is to report all geometric contacts between objects. If we know the positions  and orientations of the objects in advance, we can solve collision detection as a function of time. However, this is not the case in virtual environments or other interactive applications. In fact, in a walk-through environment, we usually do not have any information regarding the maximum velocity or acceleration, because the user may move with abrupt changes in direction and speed. Due to  these unconstrained variables, collision detection is currently considered to be one of the major bottlenecks in building interactive simulated environments. The main contribution of \citet{cohen1995collide}'s study was they were able to present a collision detection algorithm and system for interactive and exact collision detection in complex environments. In contrast to the previous work, we show that accurate, interactive performance can be attained in most environments if we use coherence to speed up pairwise interference tests and to reduce the actual number of these tests we perform. We are able to successfully trim the O($n^{2}$) possible interactions of n simultaneously moving objects to O($n + m$) where $m$ is the number of objects very close to each other. In particular, two objects are very close, if their axis-aligned bounding boxes overlap. Their approach is flexible enough to handle dense environments without making assumptions about object velocity or acceleration. The system has been successfully applied to architectural walk-through's and simulated environments and works well in practice.