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3D关节角色基于OBB的实时动态碰撞检测
引用本文:田瑜,关正西,许平,惠卫华,何全明. 3D关节角色基于OBB的实时动态碰撞检测[J]. 计算机工程与应用, 2006, 42(33): 91-93
作者姓名:田瑜  关正西  许平  惠卫华  何全明
作者单位:第二炮兵工程学院,西安,710025;第二炮兵工程学院,西安,710025;第二炮兵工程学院,西安,710025;第二炮兵工程学院,西安,710025;第二炮兵工程学院,西安,710025
摘    要:论文实现了为3D角色的每个骨骼构建一个OBB(OrientedBoundingBox,有向包围盒)用于实时动态碰撞检测的方法,并在实现中以MicrosoftDirectXAPI为基础,通过扩展X模型文件模版,将离线计算的OBB嵌入3D关节角色模型免去运行时的计算。该方法较大地提高了3D角色实时动态碰撞检测效率,可应用于第一人称射击游戏、3D角色模拟游戏、机器人寻径以及虚拟战术环境中。

关 键 词:3D关节角色  OBB  碰撞检测
文章编号:1002-8331(2006)33-0091-03
收稿时间:2006-04-01
修稿时间:2006-04-01

OBB-based Real-time Dynamic Collision Detection for 3D Articulated Characters
TIAN Yu,GUAN Zheng-xi,XU Ping,HUI Wei-hua,HE Quan-ming. OBB-based Real-time Dynamic Collision Detection for 3D Articulated Characters[J]. Computer Engineering and Applications, 2006, 42(33): 91-93
Authors:TIAN Yu  GUAN Zheng-xi  XU Ping  HUI Wei-hua  HE Quan-ming
Abstract:This paper implements a real-time dynamic collision detection method for 3D articulated character by constructing an OBB(Oriented Bounding Box) for each bone inside.Based on the APIs of DirectX,the templates of the X model file are extended and the off-line computed OBB are embedded into the articulated 3D character model to remove computation in runtime.This method can be applied to the FPS(First Person Shooting) game,3D Character simulation game,path-finding in Robotics as well as virtual tactics to improve efficiency of 3D articulated character collision detection.
Keywords:OBB
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