Sweep And Prune
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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
Dynamical simulation, in computational physics, is the simulation of systems of objects that are free to move, usually in three dimensions according to Newton's laws of dynamics, or approximations thereof. Dynamical simulation is used in computer animation to assist animators to produce realistic motion, in industrial design (for example to simulate crashes as an early step in crash testing), and in video games. Body movement is calculated using time integration methods. Physics engines In computer science, a program called a physics engine is used to model the behaviors of objects in space. These engines allow simulation of the way bodies of many types are affected by a variety of physical stimuli. They are also used to create Dynamical simulations without having to know anything about physics. Physics engines are used throughout the video game and movie industry, but not all physics engines are alike. They are generally broken into real-time and the high precision, but these a ...
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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 Tywyn, Wa ...
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Collision Detection
Collision detection is the computational problem of detecting the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer graphics, computer games, computer simulations, robotics and computational physics. Collision detection algorithms can be divided into operating on 2D and 3D objects. Overview In physical simulation, experiments such as playing billiards, are conducted. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a force applied to the cue ball (probably resulting from a player hitting the ball with their cue stick), we want to calculate the trajectories, precise ...
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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. Some examples of physical interactions that scientists would consider collisions are the following: * When an insect lands on a plant's leaf, its legs are said to collide with the leaf. * When a cat strides across a lawn, each contact that its paws make with the ground is considered a collision, as well as each brush of its fur against a blade of grass. * When a boxer throws a punch, their fist is said to collide with the opponents body. * When an astronomical object merges with a black hole, they are considered to collide. Some colloquial uses of the word collision are the following: * A traffic collision involves at least one automobile. * A mid-air ...
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Bounding Volume
In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations by using simple volumes to contain more complex objects. Normally, simpler volumes have 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 wi ...
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Collision Detection
Collision detection is the computational problem of detecting the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer graphics, computer games, computer simulations, robotics and computational physics. Collision detection algorithms can be divided into operating on 2D and 3D objects. Overview In physical simulation, experiments such as playing billiards, are conducted. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a force applied to the cue ball (probably resulting from a player hitting the ball with their cue stick), we want to calculate the trajectories, precise ...
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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 three-line C/C++ version that is 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 memory space * Online; i.e. ...
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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 an 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 the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer graphics, computer games, computer simulations, robotics and computational physics. Collision detection algorithms can be divided into operating on 2D and 3D objects. Overview In physical simulation, experiments such as playing billiards, are conducted. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a force applied to the cue ball (probably resulting from a player hitting the ball with their cue stick), we want to calculate the trajectories, precise ...
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Bounding Volume
In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations by using simple volumes to contain more complex objects. Normally, simpler volumes have 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 wi ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, 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 accuracy to compute in time for the game to respon ...
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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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