Lecture 8 (Collision Detection) Flashcards

1
Q

What is collision detection?

A

Detection of an intersection between different objects in a virtual environment

  • Prevents objects from just going through each other
  • Produce realistic virtual environments by having objects react accordingly when a collision happens
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2
Q

What are the collision detection approaches?

A
  • Continuous (a priori)

- Discrete (a posteriori)

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3
Q

Describe: Continuous (a priori)

A

We predict if a collision is going to occur BASED ON THE TRAJECTORIES of the objects.
- i.e. calculate if they will hit before they actually hit

** Is computationally complex, can affect performance

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4
Q

What are the drawbacks of Continous (a priori)?

A

If you have 1 object with 100 triangles, and another one with 200 triangles.

Then there are 100 * 200 = 20,000 different potential intersections to calculate.

  • i.e. It is computationally complex, can affect performance
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5
Q

Describe: Discrete (a posteriori)

A

Registers the collision after it has happened.
- i.e. Think of it like a quick rewind in time.

Much more efficient than continuous (a posterior)

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6
Q

What are the drawbacks of Discrete (a posteriori)?

A

Tunnelling may occur.

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7
Q

What is Tunnelling?

A

When a very fast object passes through another object, and the engine doesn’t even get the chance to detect the collision.

Happens with Discrete (a posteriori).

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8
Q

What are bounding volumes? Why are they useful? Give examples

A

Used to further simplify collision detection - don’t need to detect every polygon.

Volumes will enclose the whole object and should be as small as possible for accuracy.

  • Axis Aligned Bounding Box (AABB)
  • Oriented Bounding Box (OBB)
  • Bounding Spheres
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9
Q

What is ‘Axis Aligned Bounding Box’ (AABB)?

A

Bounding box remains oriented WITH RESPECT TO THE MAIN AXES

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10
Q

Pros and Cons of Axis Aligned Bounding Box (AABB)?

A

Pros:

  • Very simple to compute
  • Translation invariant (never changing)

Cons:

  • The box will not change if you move every point of the object by the SAME amount in a given direction, but for other movements, box will no longer remain axis-aligned
  • Bounding box needs to be recomputed on every frame
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11
Q

What is ‘Oriented Bounding Box’ (OBB)?

A

Bounding box is oriented WITH RESPECT TO THE OBJECT

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12
Q

Pros and Cons of Oriented Bounding Box (OBB)?

A

Pros:

  • Transformation invariant (never changing)
    • Translation
    • Reflection
    • Rotation
  • Volume is more compact than AABB, therefore there is less empty space

Cons:
- The computation of intersections is, however, much more complex as box orientation is dynamic

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13
Q

What are ‘Bounding Spheres’?

A

Collision detection approach similar to Oriented Bounding Box, but instead of box, we using spheres

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14
Q

Pros and Cons of Bounding Spheres?

A

Pros:

  • Transformation invariant
    • Translation
    • Reflection
    • Rotation
  • Simple collision detection calculation
    • Bounding spheres collide if distance between centres of two objects is less than sum of radii

Cons:
- More empty space in the volume

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15
Q

What are the two-phase approaches to improve bounding box efficiency?

A

Broad phase (simple, low cost) and Narrow phase (complex, high cost).

  • Broad phase does initial general sweep, if it picks something up, it then activates the Narrow phase to pinpoint the exact collision point.
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16
Q

What is the Broad Phase in hierarchical bounding volumes?

A

This is the first pass on the bounding volumes.

It is intended to identify POTENTIAL collisions, while also marking objects that are definitely not colliding.

17
Q

What is the Narrow Phase in hierarchical bounding volumes?

A

Based on the identified POTENTIAL collisions from the Broad Phase, EXACT collision tests are then conducted to determine if the object will actually collide or not.

18
Q

Describe Hitboxes and what they are typically used in.

A

Hitboxes are simplified bounding volumes as they are used to detect one-way collisions, such as bullets hitting a character’s head.

  • Typically used in video games for real-time collision detection.