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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 the solids move, their starts and ends may overlap. When the bounding volumes of two solids overlap in all axes they are flagged to be tested by more precise and time-consuming algorithms. Sweep and prune exploits temporal coherence as it is likely that solids do not move significantly between two simulation steps. Because of that, at each step, the sorted lists of bounding volume starts and ends can be updated with relatively few computational operations. Sorting algorithms which are fast at sorting almost-sorted lists, such as insertion sort, are particularly good for this purpose. According with the type of bounding volume used, it is ne ...
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Physical Simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in which simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Another way to distinguish between the terms is to define simulation as experimentation with the help of a model. This definition includes time-independent simulations. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economic ...
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Broad Phase
Broad(s) or The Broad(s) may refer to: People * A slang term for a woman. * Broad (surname), a surname Places * Broad Peak, on the border between Pakistan and China, the 12th highest mountain on Earth * The Broads, a network of mostly navigable rivers and lakes in the English counties of Norfolk and Suffolk, United Kingdom **The Broads include several areas of navigable water known as Broads; the largest is Hickling Broad (see :Norfolk Broads) * The Broads (New Hampshire), a wide portion of Lake Winnipesaukee in Belknap County, New Hampshire, United States * Broad Bay (other) * Broad Canal, East Cambridge, Massachusetts, United States * Broad Channel, a neighborhood in Queens, United States * Broad Crag, a fell in the English Lake District, United Kingdom * Broad Creek (other) * Broad River (other) * Broad Run (other) * Broad Sound (other) * Broad Valley, Graham Land, Antarctica * Broad Water, a salt water lagoon near Tyw ...
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Collision Detection
Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. Overview Collision detection is closely linked to calculating the distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both objects' surfaces is also essential for the co ...
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Collision
In physics, a collision is any event in which two or more bodies exert forces on each other in a relatively short time. Although the most common use of the word ''collision'' refers to incidents in which two or more objects collide with great force, the scientific use of the term implies nothing about the magnitude of the force. Types of collisions Collision is short-duration interaction between two bodies or more than two bodies simultaneously causing change in motion of bodies involved due to internal forces acted between them during this. Collisions involve forces (there is a change in velocity). The magnitude of the velocity difference just before impact is called the closing speed. All collisions conserve momentum. What distinguishes different types of collisions is whether they also conserve kinetic energy of the system before and after the collision. Collisions are of two types: #Elastic collision If all of the total kinetic energy is conserved (i.e. no energy is releas ...
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Bounding Volume
In computer graphics and computational geometry, a bounding volume (or bounding region) for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations, such as by using simple regions, having simpler ways to test for overlap. A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite). Uses Bounding volumes are most often used to accelerate certain kinds of tests. In ray tracing, bounding volumes are used in ray-intersection tests, and in many rendering algorithms, they are used for viewing frustum tests. If the ray or viewing frustum does not intersect the bounding volume, it cannot intersect the object contained within, allowing trivia ...
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Collision Detection
Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. Overview Collision detection is closely linked to calculating the distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both objects' surfaces is also essential for the co ...
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Insertion Sort
Insertion sort is a simple sorting algorithm that builds the final sorted array (or list) one item at a time by comparisons. It is much less efficient on large lists than more advanced algorithms such as quicksort, heapsort, or merge sort. However, insertion sort provides several advantages: * Simple implementation: Jon Bentley shows a version that is three lines in C-like pseudo-code, and five lines when optimized. * Efficient for (quite) small data sets, much like other quadratic (i.e., O(''n''2)) sorting algorithms * More efficient in practice than most other simple quadratic algorithms such as selection sort or bubble sort * Adaptive, i.e., efficient for data sets that are already substantially sorted: the time complexity is O(''kn'') when each element in the input is no more than places away from its sorted position * Stable; i.e., does not change the relative order of elements with equal keys * In-place; i.e., only requires a constant amount O(1) of additional me ...
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Bounding Sphere
In mathematics, given a non-empty set of objects of finite extension in d-dimensional space, for example a set of points, a bounding sphere, enclosing sphere or enclosing ball for that set is a d-dimensional solid sphere containing all of these objects. Used in computer graphics and computational geometry, a bounding sphere is a special type of bounding volume. There are several fast and simple bounding sphere construction algorithms with a high practical value in real-time computer graphics applications. In statistics and operations research, the objects are typically points, and generally the sphere of interest is the minimal bounding sphere, that is, the sphere with minimal radius among all bounding spheres. It may be proven that such a sphere is unique: If there are two of them, then the objects in question lie within their intersection. But an intersection of two non-coinciding spheres of equal radius is contained in a sphere of smaller radius. The problem of computing ...
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Collision Detection
Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. Overview Collision detection is closely linked to calculating the distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both objects' surfaces is also essential for the co ...
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Bounding Volume
In computer graphics and computational geometry, a bounding volume (or bounding region) for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations, such as by using simple regions, having simpler ways to test for overlap. A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite). Uses Bounding volumes are most often used to accelerate certain kinds of tests. In ray tracing, bounding volumes are used in ray-intersection tests, and in many rendering algorithms, they are used for viewing frustum tests. If the ray or viewing frustum does not intersect the bounding volume, it cannot intersect the object contained within, allowing trivia ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. It is of use in the domains of computer graphics, video games and film ( CGI). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. Description There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer-animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accura ...
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Game Physics
Computer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes. Common examples in platform games include the ability to start moving horizontally or change direction in mid-air and the double jump ability found in some games. Setting the values of physical parameters, such as the amount of gravity present, is also a part of defining the game physics of a particular game. There are several elements that form components of simulation physics including the physics engine, program code that is used to simulate Newtonian physics within ...
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