Collision detection
Collision detection
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Collision detection

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Collision detection

Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of if, when and where two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects.

Collision detection is closely linked to calculating the distance between objects, as objects collide when the distance between them is less than or equal to zero. Negative distances indicate that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects.

Accurately identifying the points of contact on both objects' surfaces is also essential for the computation of a physically accurate collision response. The complexity of this task increases with the level of detail in the objects' representations: the more intricate the model, the greater the computational cost.

Collision detection frequently involves dynamic objects, adding a temporal dimension to distance calculations. Instead of simply measuring distance between static objects, collision detection algorithms often aim to determine whether the objects’ motion will bring them to a point in time when their distance is zero—an operation that adds significant computational overhead.

In collision detection involving multiple objects, a naive approach would require detecting collisions for all pairwise combinations of objects. As the number of objects increases, the number of required comparisons grows rapidly: for objects, intersection tests are needed with a naive approach. This quadratic growth makes such an approach computationally expensive as increases.

Due to the complexity mentioned above, collision detection is a computationally intensive process. Nevertheless, it is essential for interactive applications like video games, robotics, and real-time physics engines. To manage these computational demands, extensive efforts have gone into optimizing collision detection algorithms.

A commonly used approach towards accelerating the required computations is to divide the process into two phases: the broad phase and the narrow phase. The broad phase aims to answer the question of whether objects might collide, using a conservative but efficient approach to rule out pairs that clearly do not intersect, thus avoiding unnecessary calculations.

Objects that cannot be definitively separated in the broad phase are passed to the narrow phase. Here, more precise algorithms determine whether these objects actually intersect. If they do, the narrow phase often calculates the exact time and location of the intersection.

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