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Sphere Tree

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#1 robirt   Members   -  Reputation: 127

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Posted 07 January 2004 - 07:19 AM

I am trying to implememnt a sphere tree like what i read in a game programming gems book. Hopefully someone who is familiar with that can help me. The one think the article lacked that i didn''t understand is under what conditions to make new nodes, when to divide nodes, and when to combine nodes. I could attempt to make up my own set of rules, but if there is a definitively efficient way to do it, i''d like to not waste my time. Thanks.

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#2 Dreddnafious Maelstrom   Members   -  Reputation: 565

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Posted 07 January 2004 - 07:26 AM

the method i used was to divide the modle into an octree, and then bound each octant with a sphere.

the more advanced method uses a weighted placement algorithm with the vertex density as the heuristic, i never tackled that one.

Dredd
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"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi




#3 robirt   Members   -  Reputation: 127

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Posted 07 January 2004 - 07:30 AM

well, yeah. that works, but i was trying to avoid the octree structure. can anyone tell me about that "weighted placement algorithm with the vertex density as the heuristic"?

#4 Dreddnafious Maelstrom   Members   -  Reputation: 565

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Posted 07 January 2004 - 11:34 AM

Here is a link to a decent resource. its in .pdf format.


there are a couple variations to this method, just search google using "sphere tree collision detection real time" and you''ll find the same resources i used to learn it.

Dredd
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"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi




#5 vrdev   Members   -  Reputation: 100

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Posted 29 January 2011 - 04:20 PM

hello sphere tree developers;

actually am new to this area of collision detection. i read about using sphere tree in collision detection and how it is an accurate algorithm, but i do not know where I can start from or where i can get materials to help me.

I really need this urgently.

I would highly appreciate if any one can help.

Thank you in advance

View PostDreddnafious Maelstrom, on 07 January 2004 - 11:34 AM, said:

Here is a link to a decent resource. its in .pdf format.


there are a couple variations to this method, just search google using "sphere tree collision detection real time" and you''ll find the same resources i used to learn it.

Dredd
________________________________________

"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi





#6 Numerator747   Members   -  Reputation: 142

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Posted 29 January 2011 - 09:00 PM

View Postvrdev, on 29 January 2011 - 04:20 PM, said:

hello sphere tree developers;

actually am new to this area of collision detection. i read about using sphere tree in collision detection and how it is an accurate algorithm, but i do not know where I can start from or where i can get materials to help me.

I really need this urgently.

I would highly appreciate if any one can help.

Thank you in advance

View PostDreddnafious Maelstrom, on 07 January 2004 - 11:34 AM, said:

Here is a link to a decent resource. its in .pdf format.


there are a couple variations to this method, just search google using "sphere tree collision detection real time" and you''ll find the same resources i used to learn it.

Dredd
________________________________________

"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi




Try here:
http://isg.cs.tcd.ie/spheretree/

Link to source code is at the bottom.






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