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Sphere Tree

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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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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
________________________________________

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

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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"?

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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

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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
[quote name='Dreddnafious Maelstrom' timestamp='1073496862' post='2267967']
[url="http://www.cs.tcd.ie/publications/tech-reports/reports.99/TCD-CS-1999-10.pdf"]Here is a link[/url] 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.

[color="#00ff00"]Dredd[/color]
________________________________________
[color="#ffff00"]
"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi
[/color]

[/quote]

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[quote name='vrdev' timestamp='1296339636' post='4766805']
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
[quote name='Dreddnafious Maelstrom' timestamp='1073496862' post='2267967']
[url="http://www.cs.tcd.ie/publications/tech-reports/reports.99/TCD-CS-1999-10.pdf"]Here is a link[/url] 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.

[color="#00ff00"]Dredd[/color]
________________________________________
[color="#ffff00"]
"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi
[/color]

[/quote]
[/quote]

Try here:
[url="http://isg.cs.tcd.ie/spheretree/"]http://isg.cs.tcd.ie/spheretree/[/url]

Link to source code is at the bottom.

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