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Collision detection
Collision detection
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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.[1]

Overview

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Billiards balls hitting each other in a virtual space are a classic example where collision detection computations are needed.

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.[2] 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.[3]

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.[4][3]

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.[4][5]

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.[4][6] 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.

Broad phase

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This phase aims at quickly finding objects or parts of objects for which it can be quickly determined that no further collision test is needed. A useful property of such approach is that it is output sensitive. In the context of collision detection this means that the time complexity of the collision detection is proportional to the number of objects that are close to each other. An early example of that is the I-COLLIDE[5] where the number of required narrow phase collision tests was where is the number of objects and is the number of objects at close proximity. This is a significant improvement over the quadratic complexity of the naive approach.

Spatial partitioning

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Several approaches can be grouped under the spatial partitioning umbrella, which includes octrees (for 3D), quadtrees (for 2D), binary space partitioning (or BSP trees) and other, similar approaches. If one splits space into a number of simple cells, and if two objects can be shown not to be in the same cell, then they need not be checked for intersection. Dynamic scenes and deformable objects require updating the partitioning which can add overhead.

Bounding volume hierarchy

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Bounding Volume Hierarchy (BVH) is a tree structure over a set of bounding volumes. Collision is determined by doing a tree traversal starting from the root. If the bounding volume of the root doesn't intersect with the object of interest, the traversal can be stopped. If, however there is an intersection, the traversal proceeds and checks the branches for each there is an intersection. Branches for which there is no intersection with the bounding volume can be culled from further intersection test. Therefore, multiple objects can be determined to not intersect at once. BVH can be used with deformable objects such as cloth or soft-bodies but the volume hierarchy has to be adjusted as the shape deforms. For deformable objects we need to be concerned about self-collisions or self intersections. BVH can be used for that end as well. Collision between two objects is computed by computing intersection between the bounding volumes of the root of the tree as there are collision we dive into the sub-trees that intersect. Exact collisions between the actual objects, or its parts (often triangles of a triangle mesh) need to be computed only between intersecting leaves.[7] The same approach works for pair wise collision and self-collisions.

Exploiting temporal coherence

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During the broad-phase, when the objects in the world move or deform, the data-structures used to cull collisions have to be updated. In cases where the changes between two frames or time-steps are small and the objects can be approximated well with axis-aligned bounding boxes, the sweep and prune algorithm[5] can be a suitable approach.

Several key observation make the implementation efficient: Two bounding-boxes intersect if, and only if, there is overlap along all three axes; overlap can be determined, for each axis separately, by sorting the intervals for all the boxes; and lastly, between two frames updates are typically small (making sorting algorithms optimized for almost-sorted lists suitable for this application). The algorithm keeps track of currently intersecting boxes, and as objects move, re-sorting the intervals helps keep track of the status.[8]

Pairwise pruning

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Once we've selected a pair of physical bodies for further investigation, we need to check for collisions more carefully. However, in many applications, individual objects (if they are not too deformable) are described by a set of smaller primitives, mainly triangles. So now, we have two sets of triangles, and (for simplicity, we will assume that each set has the same number of triangles.)

The obvious thing to do is to check all triangles against all triangles for collisions, but this involves comparisons, which is highly inefficient. If possible, it is desirable to use a pruning algorithm to reduce the number of pairs of triangles we need to check.

The most widely used family of algorithms is known as the hierarchical bounding volumes method. As a preprocessing step, for each object (in our example, and ) we will calculate a hierarchy of bounding volumes. Then, at each time step, when we need to check for collisions between and , the hierarchical bounding volumes are used to reduce the number of pairs of triangles under consideration. For simplicity, we will give an example using bounding spheres, although it has been noted that spheres are undesirable in many cases.[citation needed]

If is a set of triangles, we can pre-calculate a bounding sphere . There are many ways of choosing , we only assume that is a sphere that completely contains and is as small as possible.

Ahead of time, we can compute and . Clearly, if these two spheres do not intersect (and that is very easy to test), then neither do and . This is not much better than an n-body pruning algorithm, however.

If is a set of triangles, then we can split it into two halves and . We can do this to and , and we can calculate (ahead of time) the bounding spheres and . The hope here is that these bounding spheres are much smaller than and . And, if, for instance, and do not intersect, then there is no sense in checking any triangle in against any triangle in .

As a precomputation, we can take each physical body (represented by a set of triangles) and recursively decompose it into a binary tree, where each node represents a set of triangles, and its two children represent and . At each node in the tree, we can pre-compute the bounding sphere .

When the time comes for testing a pair of objects for collision, their bounding sphere tree can be used to eliminate many pairs of triangles.

Many variants of the algorithms are obtained by choosing something other than a sphere for . If one chooses axis-aligned bounding boxes, one gets AABBTrees. Oriented bounding box trees are called OBBTrees. Some trees are easier to update if the underlying object changes. Some trees can accommodate higher order primitives such as splines instead of simple triangles.

Narrow phase

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Objects that cannot be definitively separated in the broad phase are passed to the narrow phase. In this phase, the objects under consideration are relatively close to each other. Still, attempts to quickly determine if a full intersection is needed are employed first. This step is sometimes referred to as mid-phase.[4] Once these tests passed (e.g. the pair of objects may be colliding) 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.

Bounding volumes

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A quick way to potentially avoid a needless expensive computation is to check if the bounding volume enclosing the two objects intersect. If they don't, there is no need to check the actual objects. However, if the bounding volumes do intersect, the more expensive computation has to be performed. In order for the bounding-volume test to add value, two properties need to be balanced: a) the cost of intersecting the bounding volume needs to be low and b) the bounding volume needs to be tight enough so that the number of 'false positive' intersection will be low. A false positive intersection in this case means that the bounding volumes intersect but the actual objects do not. Different bounding volume types offer different trade-offs for these properties.

Axis-Align Bounding Boxes (AABB) and cuboids are popular due to their simplicity and quick intersection tests.[9] Bounding volumes such as Oriented Bounding Boxes (OBB), K-DOPs and Convex-hulls offer a tighter approximation of the enclosed shape at the expense of a more elaborate intersection test.

Bounding volumes are typically used in the early (pruning) stage of collision detection, so that only objects with overlapping bounding volumes need be compared in detail.[10] Computing collision or overlap between bounding volumes involves additional computations, therefore, in order for it to beneficial we need the bounding volume to be relatively tight and the computation overhead to due the collisions to be low.

Exact pairwise collision detection

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Objects for which pruning approaches could not rule out the possibility of a collision have to undergo an exact collision detection computation.

Collision detection between convex objects

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According to the separating planes theorem, for any two disjoint convex objects, there exists a plane so that one object lies completely on one side of that plane, and the other object lies on the opposite side of that plane. This property allows the development of efficient collision detection algorithms between convex objects. Several algorithms are available for finding the closest points on the surface of two convex polyhedral objects - and determining collision. Early work by Ming C. Lin[11] that used a variation on the simplex algorithm from linear programming and the Gilbert-Johnson-Keerthi distance algorithm[12] are two such examples. These algorithms approach constant time when applied repeatedly to pairs of stationary or slow-moving objects, and every step is initialized from the previous collision check.[11]

The result of all this algorithmic work is that collision detection can be done efficiently for thousands of moving objects in real time on typical personal computers and game consoles.

A priori pruning

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Where most of the objects involved are fixed, as is typical of video games, a priori methods using precomputation can be used to speed up execution.

Pruning is also desirable here, both n-body pruning and pairwise pruning, but the algorithms must take time and the types of motions used in the underlying physical system into consideration.

When it comes to the exact pairwise collision detection, this is highly trajectory dependent, and one almost has to use a numerical root-finding algorithm to compute the instant of impact.

As an example, consider two triangles moving in time and . At any point in time, the two triangles can be checked for intersection using the twenty planes previously mentioned. However, we can do better, since these twenty planes can all be tracked in time. If is the plane going through points in then there are twenty planes to track. Each plane needs to be tracked against three vertices, this gives sixty values to track. Using a root finder on these sixty functions produces the exact collision times for the two given triangles and the two given trajectory. We note here that if the trajectories of the vertices are assumed to be linear polynomials in then the final sixty functions are in fact cubic polynomials, and in this exceptional case, it is possible to locate the exact collision time using the formula for the roots of the cubic. Some numerical analysts suggest that using the formula for the roots of the cubic is not as numerically stable as using a root finder for polynomials.[citation needed]

Triangle centroid segments

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A triangle mesh object is commonly used in 3D body modeling. Normally the collision function is a triangle to triangle intercept or a bounding shape associated with the mesh. A triangle centroid is a center of mass location such that it would balance on a pencil tip. The simulation need only add a centroid dimension to the physics parameters. Given centroid points in both object and target it is possible to define the line segment connecting these two points.

The position vector of the centroid of a triangle is the average of the position vectors of its vertices. So if its vertices have Cartesian coordinates , and then the centroid is .

Here is the function for a line segment distance between two 3D points.

Here the length/distance of the segment is an adjustable "hit" criteria size of segment. As the objects approach the length decreases to the threshold value. A triangle sphere becomes the effective geometry test. A sphere centered at the centroid can be sized to encompass all the triangle's vertices.

Usage

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Collision detection in computer simulation

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Physical simulators differ in the way they react on a collision. Some use the softness of the material to calculate a force, which will resolve the collision in the following time steps like it is in reality. This is very CPU intensive for low softness materials. Some simulators estimate the time of collision by linear interpolation, roll back the simulation, and calculate the collision by the more abstract methods of conservation laws.

Some iterate the linear interpolation (Newton's method) to calculate the time of collision with a much higher precision than the rest of the simulation. Collision detection utilizes time coherence to allow even finer time steps without much increasing CPU demand, such as in air traffic control.

After an inelastic collision, special states of sliding and resting can occur and, for example, the Open Dynamics Engine uses constraints to simulate them. Constraints avoid inertia and thus instability. Implementation of rest by means of a scene graph avoids drift.

In other words, physical simulators usually function one of two ways: where the collision is detected a posteriori (after the collision occurs) or a priori (before the collision occurs). In addition to the a posteriori and a priori distinction, almost all modern collision detection algorithms are broken into a hierarchy of algorithms. Often the terms "discrete" and "continuous" are used rather than a posteriori and a priori.

A posteriori (discrete) versus a priori (continuous)

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In the a posteriori case, the physical simulation is advanced by a small step, then checked to see if any objects are intersecting or visibly considered intersecting. At each simulation step, a list of all intersecting bodies is created, and the positions and trajectories of these objects are "fixed" to account for the collision. This method is called a posteriori because it typically misses the actual instant of collision, and only catches the collision after it has actually happened.

In the a priori methods, there is a collision detection algorithm which will be able to predict very precisely the trajectories of the physical bodies. The instants of collision are calculated with high precision, and the physical bodies never actually interpenetrate. This is called a priori because the collision detection algorithm calculates the instants of collision before it updates the configuration of the physical bodies.

The main benefits of the a posteriori methods are as follows. In this case, the collision detection algorithm need not be aware of the myriad of physical variables; a simple list of physical bodies is fed to the algorithm, and the program returns a list of intersecting bodies. The collision detection algorithm doesn't need to understand friction, elastic collisions, or worse, nonelastic collisions and deformable bodies. In addition, the a posteriori algorithms are in effect one dimension simpler than the a priori algorithms. An a priori algorithm must deal with the time variable, which is absent from the a posteriori problem.

On the other hand, a posteriori algorithms cause problems in the "fixing" step, where intersections (which aren't physically correct) need to be corrected. Moreover, if the discrete step is too large, the collision could go undetected, resulting in an object which passes through another if it is sufficiently fast or small.

The benefits of the a priori algorithms are increased fidelity and stability. It is difficult (but not completely impossible) to separate the physical simulation from the collision detection algorithm. However, in all but the simplest cases, the problem of determining ahead of time when two bodies will collide (given some initial data) has no closed form solution—a numerical root finder is usually involved.

Some objects are in resting contact, that is, in collision, but neither bouncing off, nor interpenetrating, such as a vase resting on a table. In all cases, resting contact requires special treatment: If two objects collide (a posteriori) or slide (a priori) and their relative motion is below a threshold, friction becomes stiction and both objects are arranged in the same branch of the scene graph.

Video games

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Video games have to split their very limited computing time between several tasks. Despite this resource limit, and the use of relatively primitive collision detection algorithms, programmers have been able to create believable, if inexact, systems for use in games.[citation needed]

For a long time, video games had a very limited number of objects to treat, and so checking all pairs was not a problem. In two-dimensional games, in some cases, the hardware was able to efficiently detect and report overlapping pixels between sprites on the screen.[13] In other cases, simply tiling the screen and binding each sprite into the tiles it overlaps provides sufficient pruning, and for pairwise checks, bounding rectangles or circles called hitboxes are used and deemed sufficiently accurate.

Three-dimensional games have used spatial partitioning methods for -body pruning, and for a long time used one or a few spheres per actual 3D object for pairwise checks. Exact checks are very rare, except in games attempting to simulate reality closely. Even then, exact checks are not necessarily used in all cases.

Because games do not need to mimic actual physics, stability is not as much of an issue. Almost all games use a posteriori collision detection, and collisions are often resolved using very simple rules. For instance, if a character becomes embedded in a wall, they might be simply moved back to their last known good location. Some games will calculate the distance the character can move before getting embedded into a wall, and only allow them to move that far.

In many cases for video games, approximating the characters by a point is sufficient for the purpose of collision detection with the environment. In this case, binary space partitioning trees provide a viable, efficient and simple algorithm for checking if a point is embedded in the scenery or not. Such a data structure can also be used to handle "resting position" situation gracefully when a character is running along the ground. Collisions between characters, and collisions with projectiles and hazards, are treated separately.

A robust simulator is one that will react to any input in a reasonable way. For instance, if we imagine a high speed racecar video game, it is conceivable that the cars would advance a substantial distance along the race track from one simulation step to the next. If there is a shallow obstacle on the track (such as a brick wall), it is not entirely unlikely that the car will completely leap over it, and this is very undesirable. In other instances, the "fixing" that posteriori algorithms require isn't implemented correctly, resulting in bugs that can trap characters in walls or allow them to pass through them and fall into an endless void where there may or may not be a deadly bottomless pit, sometimes referred to as "black hell", "blue hell", or "green hell", depending on the predominant color. These are the hallmarks of a failing collision detection and physical simulation system. Big Rigs: Over the Road Racing is an infamous example of a game with a failing or possibly missing collision detection system.

Hitbox

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A hitbox is an invisible shape commonly used in video games for real-time collision detection; it is a type of bounding box. It is often a rectangle (in 2D games) or cuboid (in 3D) that is attached to and follows a point on a visible object (such as a model or a sprite). Circular or spheroidial shapes are also common, though they are still most often called "boxes". It is common for animated objects to have hitboxes attached to each moving part to ensure accuracy during motion.[14][unreliable source?]

Hitboxes are used to detect "one-way" collisions such as a character being hit by a punch or a bullet. They are unsuitable for the detection of collisions with feedback (e.g. bumping into a wall) due to the difficulty experienced by both humans and AI in managing a hitbox's ever-changing locations; these sorts of collisions are typically handled with much simpler axis-aligned bounding boxes instead. Players may use the term "hitbox" to refer to these types of interactions regardless.

A hurtbox is a hitbox used to detect incoming sources of damage. In this context, the term hitbox is typically reserved for those which deal damage. For example, an attack may only land if the hitbox around an attacker's punch connects with one of the opponent's hurtboxes on their body, while opposing hitboxes colliding may result in the players trading or cancelling blows, and opposing hurtboxes do not interact with each other. The term is not standardized across the industry; some games reverse their definitions of hitbox and hurtbox, while others only use "hitbox" for both sides.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Collision detection is the computational process of determining whether two or more objects in a digital simulation intersect or come into contact, often including the identification of contact points, penetration depths, and intersection times to enable realistic interactions. It serves as a foundational element in simulating physical phenomena, ensuring that objects do not unrealistically pass through one another in dynamic environments. In and , collision detection is essential for applications such as video games, , and , where it supports rigid-body dynamics, deformable object simulations, and crowd behaviors involving thousands of entities. Beyond graphics, it plays a critical role in for path planning and obstacle avoidance, in (CAD) for assembly verification, and in physically-based modeling for accurate force computations in engineering simulations. The challenge lies in achieving real-time performance, as naive pairwise checks scale quadratically with the number of objects, necessitating efficient algorithms that balance accuracy and speed. Key techniques in collision detection are typically organized into phases: the broad phase uses bounding volume hierarchies (BVHs) like axis-aligned bounding boxes (AABBs) or oriented bounding boxes (OBBs) to quickly cull non-intersecting object pairs, often employing sweep-and-prune or spatial partitioning like grids for O(n + k) complexity where k is the number of potential collisions. The mid phase refines these candidates with more precise hierarchical tests, such as OBB-trees, while the narrow phase computes exact intersections using methods like the Gilbert-Johnson-Keerthi (GJK) algorithm for convex shapes or separating axis theorem (SAT) for polyhedra. For dynamic scenarios, continuous collision detection (CCD) predicts future intersections to handle high-speed motions, and specialized approaches address deformable or articulated models. Ongoing research focuses on GPU acceleration, multi-core parallelism, and robust handling of complex geometries with millions of primitives.

Introduction

Definition and Fundamentals

Collision detection is the computational process of determining whether, where, and when two or more objects in a simulated environment intersect or are likely to intersect in space and time. This involves analyzing the geometric representations of objects under motion or transformation to identify overlaps or potential contacts. It serves as a foundational step in simulating physical interactions, assuming a basic understanding of 3D geometry such as points, vectors, and transformations. The importance of collision detection lies in its role within physics engines, where it enables realistic interactions by preventing unintended overlaps in simulations and providing data for subsequent processing. In real-time systems, it supports decision-making by identifying intersections that could affect object trajectories, ensuring stability and fidelity in dynamic environments like games and . Without accurate detection, simulations may exhibit artifacts such as objects passing through each other, compromising the integrity of the modeled world. Key terminology in collision detection includes objects, which can be rigid—maintaining fixed shape and volume during interactions—or deformable, allowing changes in due to forces. Contact points refer to the specific locations where intersecting objects touch, often forming a contact manifold that describes the full set of such points across the intersection surface. measures the extent of overlap between objects, quantifying how deeply one has entered the other. Normal vectors at these contact points indicate the direction to the surface, aiding in determining separation axes. Collision , which follows detection, typically involves computing forces or displacements to separate objects and resolve the interaction, though details of resolution vary by system. Bounding volumes, such as spheres or boxes, provide simple enclosures for approximating object during initial checks.

Historical Development

The origins of collision detection trace back to the emerging field of in the , where foundational work on proximity queries and distance computations between geometric objects laid the groundwork for later algorithms. Pioneering efforts, such as Michael Shamos' 1978 PhD thesis on , including work on nearest-neighbor searching and the closest-pair problem (building on his 1975 paper with Daniel Hoey), introduced efficient methods for determining minimal distances in sets of points, which served as precursors to more advanced techniques like the Gilbert-Johnson-Keerthi (GJK) distance algorithm developed in 1988. These early developments focused on static geometric problems in two and three dimensions, driven by applications in and database queries, rather than real-time dynamics. In the 1980s, advancements in spurred the integration of hierarchical structures for efficient spatial queries, with bounding volume hierarchies (BVH) introduced by Steven M. Rubin and Turner Whitted in 1980 to accelerate ray-object intersections in rendering complex scenes. This hierarchical approach, using bounding volumes to prune unnecessary tests, was soon adapted for collision detection, enabling faster proximity checks in simulated environments. The decade also saw the formalization of techniques, culminating in the GJK algorithm by Elmer G. Gilbert, Daniel W. Johnson, and S. S. Keerthi, which iteratively computes the minimum distance between convex polyhedra using support functions and the Minkowski difference. The 1990s marked a boom in real-time collision detection, propelled by the demands of interactive computer games and simulations. The sweep-and-prune () algorithm, first introduced by et al. in 1995, was adapted and popularized by Gino van den Bergen in his 1997 publication, a broad-phase method that sorts object bounding intervals along axes to efficiently identify potential colliding pairs, exploiting temporal coherence for performance in dynamic scenes. Concurrently, the separating axis theorem (SAT), rooted in earlier convex separation principles but popularized for narrow-phase tests, enabled robust intersection detection for convex polygons and polyhedra by projecting onto candidate axes. David Baraff's contributions during this period, including his 1992 PhD thesis on non-penetrating simulation, integrated with dynamics, using impulse-based methods to handle contacts without penetration. The and shifted focus toward continuous collision detection (CCD) to prevent tunneling artifacts in high-speed simulations, with Erwin Coumans' Physics engine incorporating CCD features starting in 2005, building on van den Bergen's earlier convex collision libraries like . This era also saw growing integration with graphics processing units (GPUs) for parallel broad-phase culling, as demonstrated in early GPU-based BVH traversal methods from 2006 onward, which accelerated queries in large-scale virtual environments. Key contributors like van den Bergen and Baraff influenced open-source libraries and industry standards, emphasizing robustness and scalability. In the 2020s, collision detection has evolved with AI-assisted methods and advanced representations for deformable and robotic systems. models, such as neural networks approximating distance-to-collision fields, have emerged to accelerate self-collision checks in articulated robots, reducing computational overhead while maintaining accuracy. Signed distance field (SDF)-based approaches have gained prominence for real-time detection in , as reviewed in recent literature, enabling efficient collision-free for complex morphologies via queries. These developments, highlighted in 2024 surveys on dynamic environment navigation, underscore a trend toward hybrid geometric-AI pipelines for enhanced precision in autonomous systems. In 2025, further advances include NeuralSVCD for efficient swept volume collision detection in dynamic scenes and improved probabilistic methods using superquadrics for accurate shape approximation in robotic .

Core Concepts

Discrete versus Continuous Detection

Collision detection algorithms are broadly classified into two paradigms: discrete and continuous, distinguished by how they handle the temporal aspect of object motion in simulations. Discrete collision detection, also known as a posteriori detection, evaluates potential overlaps between objects at fixed time intervals, typically corresponding to simulation frames or steps. This approach checks the positions of objects at the beginning and end of each time step to determine if interpenetration has occurred, making it computationally efficient with a typical complexity of O(n²) for n objects in naive implementations, though optimizations reduce this in practice. However, it is susceptible to the tunneling problem, where fast-moving objects can pass through each other without detection if their relative speed exceeds the distance covered in a single time step relative to their size. In contrast, continuous collision detection, or a priori detection, predicts collisions by analyzing the continuous trajectories of objects over time intervals, ensuring no tunneling occurs. It models motion using swept volumes—the spatial regions traced by moving objects—or ray casting along velocity vectors to find exact contact times. This method computes the time of impact (TOI), the earliest time t within [0, 1] (normalized to the time step) at which objects intersect, allowing the simulation to advance precisely to that moment. For linear motion, the TOI is the scalar parameter t solving the parametric equation position(t)=b+td\mathbf{position}(t) = \mathbf{b} + t \mathbf{d} (with 0t10 \leq t \leq 1) for intersection with the separating geometry, often using projected distances along relevant axes or normals. A representative example is the sphere-line sweep, where a sphere of radius RR moves linearly from center B\mathbf{B} along direction D\mathbf{D} (with D\|\mathbf{D}\| as the distance traveled). To detect intersection with a static plane defined by normal N\mathbf{N} and constant CpC_p, the distance from the moving center C(t)=B+tD\mathbf{C}(t) = \mathbf{B} + t \mathbf{D} to the plane is NC(t)+Cp|\mathbf{N} \cdot \mathbf{C}(t) + C_p|. Setting this equal to RR yields the quadratic equation N(B+tD)+Cp=R|\mathbf{N} \cdot (\mathbf{B} + t \mathbf{D}) + C_p| = R, solved for t as: t=±R(NB+Cp)ND,t = \frac{ \pm R - (\mathbf{N} \cdot \mathbf{B} + C_p) }{ \mathbf{N} \cdot \mathbf{D} }, producing two roots clamped to [0, 1]; intersection exists if the interval overlaps. This derivation extends to more complex primitives via Minkowski difference, but solving often involves quadratic equations, increasing computational cost. The trade-offs between these paradigms are significant: discrete methods are faster and simpler, suitable for low-speed scenarios or when sub-frame accuracy is unnecessary, but they fail at high velocities where tunneling risks simulation instability. Continuous methods provide exactness and robustness, essential for applications like or high-fidelity physics, yet they are more expensive due to root-finding operations and trajectory integrations, often scaling poorly for many objects. Hybrid approaches mitigate these issues by combining both paradigms. Conservative advancement, for instance, iteratively advances the simulation to the earliest TOI by estimating relative motion bounds, using discrete checks for coarse filtering and continuous refinement for precision, thus balancing efficiency and accuracy.

Bounding Volumes and Primitives

Bounding volumes are simplified geometric shapes that enclose complex objects to approximate their spatial extent, thereby reducing the computational cost of collision detection by allowing quick rejection of non-intersecting pairs before performing more expensive exact tests. Common types include axis-aligned bounding boxes (AABBs), oriented bounding boxes (OBBs), spheres, capsules, and cylinders, each offering trade-offs in tightness of fit and intersection test efficiency. AABBs align their edges with the world coordinate axes and are defined by minimum and maximum coordinates along each axis, making them the fastest for intersection checks due to simple min-max comparisons. OBBs align with the object's local coordinate system for a tighter enclosure but require more complex tests involving projections onto separating axes. Spheres are defined by a center and radius, ideal for roughly spherical objects, while capsules combine a cylinder with hemispherical caps for better approximation of elongated shapes like limbs, and cylinders suit rotational symmetry. The intersection test for two AABBs determines no overlap if, on any axis ii (where i{x,y,z}i \in \{x, y, z\}), the maximum extent of one box is less than the minimum extent of the other: max(Ai)<min(Bi)ormax(Bi)<min(Ai)\max(\mathbf{A}_i) < \min(\mathbf{B}_i) \quad \text{or} \quad \max(\mathbf{B}_i) < \min(\mathbf{A}_i) This separability theorem enables rapid culling with minimal arithmetic operations. Tighter volumes like OBBs improve accuracy by reducing false positives but increase test complexity, often involving dot products of edge vectors and cross products for axis alignment. Sphere intersections simply compare the distance between centers against the sum of radii, providing constant-time performance. Capsule and cylinder tests compute distances between their defining line segments, adjusted by radii, balancing enclosure quality and speed. Collision primitives serve as the fundamental building blocks for exact narrow-phase tests in mesh-based representations, where complex surfaces are decomposed into simpler elements such as points (vertices), edges (line segments), and faces (typically triangles). In polygonal meshes, these primitives enable precise intersection queries by reducing full mesh tests to combinations of vertex-face, edge-edge, and edge-face checks, which are essential for handling deformable or detailed geometries. Triangles, as the most common face primitive, approximate curved surfaces while allowing efficient barycentric coordinate computations for contact points. Selection of bounding volumes depends on balancing enclosure tightness, which minimizes overestimation and false intersections, against computational speed for updates and tests; for instance, spheres are preferred for rounded objects due to their simplicity and rotational invariance, while AABBs suit axis-aligned scenarios despite potential looseness. For dynamic objects undergoing motion or deformation, bounding volumes must be updated frequently, often through refitting processes that recompute extents based on current vertex positions to maintain validity without full reconstruction. These primitives and volumes are applicable in both discrete and continuous detection paradigms to approximate and refine spatial overlaps over time.

Broad-Phase Algorithms

Spatial Partitioning

Spatial partitioning is a broad-phase collision detection technique that divides the three-dimensional space into discrete cells or regions to group objects efficiently, enabling rapid elimination of non-interacting object pairs by limiting intersection tests to objects within the same or adjacent cells. This approach leverages the spatial locality of objects, assigning them to cells based on the positions of their bounding volumes, such as axis-aligned bounding boxes (AABBs), and typically reduces the computational complexity from the brute-force O(n²) pairwise checks to near-linear O(n + k) time, where n is the number of objects and k is the number of potential colliding pairs. Uniform grids represent one of the simplest forms of spatial partitioning, overlaying the scene with a regular lattice of equal-sized cubic cells whose dimensions are chosen to approximate the average object size. Objects are inserted into cells via hashing their bounding volume centers or extents, and potential collisions are queried only among objects sharing a cell or its 26 immediate neighbors in 3D, making it particularly effective for static scenes or environments with uniformly distributed small objects. This method's simplicity allows for constant-time insertions and queries in the average case, though it requires careful cell sizing to avoid excessive overlaps. For scenes with uneven object distributions, adaptive spatial structures like octrees and k-d trees provide more efficient partitioning by recursively subdividing space based on object density or geometric features. Octrees, which divide space into eight equal octants at each level, adaptively refine denser regions, achieving a construction time of O(n log n) for n objects and enabling logarithmic query times for collision candidate retrieval. Similarly, k-d trees perform binary partitioning along alternating coordinate axes, balancing the tree to handle clustered data while supporting efficient nearest-neighbor and overlap queries essential for broad-phase culling. These structures excel in scenarios with varying scales, such as complex environments in interactive simulations, but incur higher preprocessing costs compared to uniform grids. The primary advantages of spatial partitioning include its scalability for large numbers of small objects, where it drastically prunes unnecessary tests, and its straightforward parallelization potential on modern hardware. However, it struggles with large objects that span multiple cells, leading to redundant checks across many cells, and performs poorly in highly dynamic scenes without frequent rebuilding, which can be costly. To address these limitations in dynamic contexts, modern variants like optimized hash grids have emerged, employing perfect hashing and lazy updates to handle moving objects efficiently; these are widely adopted in game engines such as Unity for particle simulations and crowd systems, offering near-constant update times even in the 2020s.

Sweep and Prune

The sweep and prune (SAP) algorithm, also known as sort and sweep, is a broad-phase collision detection technique designed to efficiently identify potential colliding pairs among multiple objects by exploiting spatial separation along coordinate axes. It projects the bounding volumes, typically axis-aligned bounding boxes (AABBs), of objects onto one or more axes (x, y, z in 3D), representing each as an interval defined by its min and max endpoints. These endpoints are collected and sorted into separate lists for each axis, allowing the algorithm to "sweep" a virtual line through the sorted order to detect overlapping intervals. Pairs of objects whose projections overlap on all axes are reported as potential colliders, pruning away non-overlapping pairs without full geometric tests. This approach significantly reduces the computational cost from exhaustive O(n²) pairwise checks to a more manageable set, making it suitable for dynamic simulations with hundreds or thousands of objects. In implementation, the algorithm maintains sorted endpoint lists using data structures like arrays or linked lists to facilitate efficient updates. For each axis, min and max endpoints are tagged and sorted; during the sweep, an active list tracks objects whose intervals currently overlap the sweep position, with enter/exit events triggered at each endpoint to add or remove objects from the active set. Potential collision pairs are accumulated by intersecting active lists across all axes (e.g., via bitwise operations or set intersections for efficiency). To handle dynamic scenes, temporal coherence is exploited: between simulation steps, only moved objects have their endpoints removed and reinserted via insertion sort, minimizing resorting costs. This incremental update keeps the process lightweight, often using flags to toggle pair activity during endpoint swaps in the sorted lists. The algorithm extends naturally to 2D by using only two axes, reducing overhead for planar scenarios. The time complexity is O(n log n + k) in the worst case, where n is the number of objects and k is the number of output potential pairs, dominated by initial sorting; however, with temporal coherence in animated scenes where objects move incrementally, it achieves expected O(n + k) performance per frame, as few insertions occur. Empirical results from early implementations demonstrate processing over 1,000 complex polytopes in under 1/20 second on mid-1990s hardware, highlighting its scalability for interactive applications when motion is coherent. Variants of SAP address specific challenges, such as projecting intervals onto rotated axes aligned with the principal axes of object bounding volumes (e.g., oriented bounding boxes or OBBs) to improve pruning accuracy and reduce false positives from axis-aligned biases. These rotated projections adapt to object orientation, offering tighter separation for non-axis-aligned motions at the cost of additional computation for axis transformation. Other extensions include bi-dimensional SAP, which simplifies to two axes for approximate culling in large 3D datasets, or kinetic variants that handle continuous motion by prioritizing events in time-parameterized projections. Despite its efficiency, SAP has limitations, including sensitivity to axis alignment, where objects moving parallel to projection axes may produce overlapping intervals even if spatially separated, leading to excess pairs. Degenerate cases, such as clusters of objects with synchronized motions or high rotational velocities, increase endpoint swaps and degrade the benefits of temporal coherence, potentially reverting to near-quadratic behavior in dense scenes. The algorithm performs best with small inter-frame displacements and may require hybrid use with other methods for highly rotational or sparse environments.

Bounding Volume Hierarchies

Bounding volume hierarchies (BVHs) are tree structures that organize a set of geometric objects for efficient broad-phase collision detection by enclosing groups of objects in progressively larger bounding volumes, enabling rapid culling of non-intersecting pairs. Each node in the tree represents a bounding volume—such as an axis-aligned bounding box (AABB), oriented bounding box (OBB), or sphere—that approximates the spatial extent of its descendants, with leaf nodes typically containing single primitives or tight bounds around individual objects like triangles or vertices. This hierarchical representation, often binary for simplicity, allows for scalable querying in complex scenes with thousands of objects, as originally adapted from ray tracing techniques to collision detection in the mid-1990s. BVHs are constructed either top-down or bottom-up to balance tree depth and tightness of enclosures. Top-down construction begins at the root with all primitives, recursively partitioning them using heuristics like longest axis splits or surface area minimization to create child subsets, ensuring a balanced tree with O(n log n) build time for n objects. Bottom-up construction starts from leaf nodes with individual primitive bounds and iteratively clusters pairs of nearby objects into parent volumes, often guided by proximity metrics to minimize volume overlap. In dynamic scenes, such as those involving deformable models, refitting updates existing hierarchies by recomputing bounding volumes bottom-up along affected paths without full reconstruction, preserving the tree topology for real-time performance. Traversal for detecting collisions between two BVHs employs a recursive descent algorithm that prunes unnecessary computations. Beginning at the roots, the process tests for intersection between the current pair of node volumes using separating axis tests or similar checks; if no overlap exists, entire subtrees are culled. Intersecting nodes recurse to their children, terminating at leaves where primitive intersection tests occur only if required. This approach, known as a separating intersection volume check, exploits the hierarchy to avoid exhaustive pairwise evaluations. The logarithmic depth of a well-constructed BVH reduces collision queries to O(log n) average time complexity, dramatically lowering the number of tests—from O(n^2) in naive methods to a fraction involving only potential candidates—making it suitable for interactive applications. Originating in 1980s ray tracing with hierarchical bounding slabs, BVHs were extended to collision detection through early systems like OBB-tree-based RAPID, achieving sub-millisecond detection for rigid models with hundreds of thousands of triangles. Advanced dynamic BVH variants support efficient updates for moving or deforming objects via techniques like tree rotations to maintain balance or targeted insertion/deletion along paths from root to leaf, each costing O(log n) time by adjusting only ancestor volumes. Refitting in AABB trees, for instance, enables collision detection on deformable meshes by propagating changes upward, often completing in linear time relative to the deformed subset while keeping overall query costs low.

Narrow-Phase Algorithms

Primitive Intersection Tests

Primitive intersection tests form a core component of narrow-phase collision detection, where the focus is on determining exact overlaps between basic geometric shapes such as , axis-aligned bounding boxes (AABBs), rays, triangles, capsules, and edges. These tests are essential for verifying contacts after broad-phase culling has identified potential pairs, enabling efficient and precise simulations in real-time applications. Bounding volumes like and AABBs serve as enclosures for more complex primitives, simplifying initial checks before delving into detailed intersections. The sphere-sphere intersection test is one of the simplest and most computationally efficient methods, checking whether two spheres overlap by comparing the Euclidean distance between their centers to the sum of their radii. Specifically, two spheres with centers C1C_1 and C2C_2 and radii r1r_1 and r2r_2 intersect if C1C2r1+r2\|C_1 - C_2\| \leq r_1 + r_2, where \|\cdot\| denotes the L2 norm; this can be computed using the squared distance to avoid expensive square roots, yielding C1C22(r1+r2)2\|C_1 - C_2\|^2 \leq (r_1 + r_2)^2. For dynamic scenarios involving moving spheres, the test extends to solving a quadratic equation at2+2bt+c=0at^2 + 2bt + c = 0, where a=v1v22a = \|v_1 - v_2\|^2, b=(C1C2)(v1v2)b = (C_1 - C_2) \cdot (v_1 - v_2), c=C1C22(r1+r2)2c = \|C_1 - C_2\|^2 - (r_1 + r_2)^2, and v1,v2v_1, v_2 are velocities, to find the earliest collision time t0t \geq 0. This approach requires minimal instructions, often 11 in SIMD-optimized implementations, making it suitable for high-frequency queries. Axis-aligned bounding box (AABB) intersection tests determine overlap between two boxes by performing independent checks along each principal axis (x, y, z). For AABBs defined by min-max intervals [Amin,Amax][A_{\min}, A_{\max}] and [Bmin,Bmax][B_{\min}, B_{\max}], no overlap exists if Amaxi<BminiA_{\max_i} < B_{\min_i} or Amini>BmaxiA_{\min_i} > B_{\max_i} for any axis ii; intersection occurs only if overlap is confirmed on all axes. In dynamic cases with relative velocity vv, the test uses the slab method: for each axis ii with vi0v_i \neq 0, compute t1=AminiBmaxivit_1 = \frac{A_{\min_i} - B_{\max_i}}{v_i}, t2=AmaxiBminivit_2 = \frac{A_{\max_i} - B_{\min_i}}{v_i}; then per-axis tenter,i=min(t1,t2)t_{\text{enter},i} = \min(t_1, t_2), texit,i=max(t1,t2)t_{\text{exit},i} = \max(t_1, t_2). Overall, tenter=max(0,maxitenter,i)t_{\text{enter}} = \max(0, \max_i t_{\text{enter},i}), texit=min(1,minitexit,i)t_{\text{exit}} = \min(1, \min_i t_{\text{exit},i}), reporting collision if tentertexitt_{\text{enter}} \leq t_{\text{exit}}. For vi=0v_i = 0, check static overlap on that axis; if no overlap for any axis, no collision. This method leverages the of axes for rapid evaluation, typically completing in 16-19 CPU cycles with SIMD, while handling division-by-zero via separate static checks. Ray-triangle intersection is a fundamental test for ray tracing and raycast queries, with the Möller-Trumbore algorithm providing a fast, storage-efficient solution using barycentric coordinates. Given a ray P(t)=O+tD\mathbf{P}(t) = \mathbf{O} + t\mathbf{D} (origin O\mathbf{O}, direction D\mathbf{D}) and triangle vertices V0,V1,V2\mathbf{V_0}, \mathbf{V_1}, \mathbf{V_2}, the algorithm solves for intersection parameter tt and coordinates u,vu, v such that P(t)=(1uv)V0+uV1+vV2\mathbf{P}(t) = (1 - u - v)\mathbf{V_0} + u\mathbf{V_1} + v\mathbf{V_2}, with t0t \geq 0, u0u \geq 0, v0v \geq 0, and u+v1u + v \leq 1. This is achieved by forming edges E1=V1V0\mathbf{E_1} = \mathbf{V_1} - \mathbf{V_0}, E2=V2V0\mathbf{E_2} = \mathbf{V_2} - \mathbf{V_0}, computing determinant det=D(E1×E2)\det = \mathbf{D} \cdot (\mathbf{E_1} \times \mathbf{E_2}), and using for t=[(OV0)×E1]E2/dett = [(\mathbf{O} - \mathbf{V_0}) \times \mathbf{E_1}] \cdot \mathbf{E_2} / \det, u=[D×E2]E1/detu = [\mathbf{D} \times \mathbf{E_2}] \cdot \mathbf{E_1} / \det, v=[D((OV0)×E1)]/detv = [\mathbf{D} \cdot ((\mathbf{O} - \mathbf{V_0}) \times \mathbf{E_1})] / \det; backface culling can skip if det<0\det < 0. The method avoids explicit plane equations, reducing preprocessing and enabling real-time performance in rendering pipelines. Capsule-edge intersection approximates a capsule as a with hemispherical endcaps (or a finite with rr) and tests against an edge (). The process first finds the closest points between the capsule's axis segment and the edge, then checks if their is at most rr; if the closest points lie outside segments, endpoint tests are performed. For static cases, this reduces to queries between segments, while dynamic versions solve quadratics for the earliest along the capsule's cylindrical surface or endcaps, akin to ray- tests. This method is particularly useful for character limbs or ropes, balancing simplicity and accuracy in skeletal animations. Handling edge cases is crucial for robustness in primitive tests, particularly degenerate primitives like zero-length edges or zero-area triangles, which can arise from modeling errors or numerical drift. For zero-length edges in capsule-edge tests, the intersection simplifies to a sphere-point check at the endpoint, while for degenerate triangles in ray-triangle tests, the algorithm may report invalid barycentrics, requiring fallback to edge-ray tests or mesh preprocessing to ensure non-zero areas. Numerical stability is maintained through epsilon tolerances (e.g., ϵ=106\epsilon = 10^{-6}) in comparisons to absorb floating-point errors, such as adding ϵ\epsilon to zero checks for near-parallel rays (ND<ϵ|\mathbf{N} \cdot \mathbf{D}| < \epsilon) or using squared distances to avoid roots. Additional techniques include vector normalization before cross products to prevent precision loss and for bounding errors in critical determinants, ensuring reliable results across varying scales and orientations.

Convex Object Collision Detection

Collision detection for convex objects leverages the geometric properties of convexity to efficiently determine intersections or separations between shapes such as polyhedra, capsules, or spheres, which are common in rigid body simulations. Unlike primitive tests that focus on basic geometric elements like edges or faces, methods for convex objects exploit global properties, such as the existence of separating hyperplanes or support mappings, to avoid exhaustive pairwise checks. These techniques are particularly effective because convex sets guarantee that any line segment connecting two points within the set lies entirely inside it, enabling robust algorithms for both discrete and penetrating contacts. The Separating Axis Theorem (SAT) provides a foundational approach for detecting collisions between convex polyhedra by identifying potential separating axes where the projections of the two objects do not overlap. According to SAT, two convex objects do not intersect if there exists at least one axis—typically derived from the face normals or edge cross-products of the objects—onto which their orthogonal projections are disjoint; otherwise, they intersect. For oriented bounding boxes (OBBs), this involves testing up to 15 axes: the three face normals from each box (six total) and the nine pairwise cross-products of those normals. Projections onto these axes can be computed efficiently using dot products with the vertices or by leveraging primitive intersection tests for bounding boxes. This method is widely used due to its simplicity and exactness for convex shapes, though its efficiency depends on the number of axes tested. The Gilbert-Johnson-Keerthi (GJK) algorithm offers an iterative, feature-based method for computing the minimum distance between two convex sets or detecting penetration, relying on the to query extreme points without enumerating all vertices. The for a convex object AA in direction vv is defined as hA(v)=maxxAx,vh_A(v) = \max_{x \in A} \langle x, v \rangle, where ,\langle \cdot, \cdot \rangle denotes the , allowing the algorithm to build a (a point, , , or in 3D) that approximates the closest features. GJK operates on the Minkowski difference AB={abaA,bB}A - B = \{a - b \mid a \in A, b \in B\}, treating relative motion as a of one object relative to the other; if the origin lies inside the simplex of this difference set, the objects intersect, and the algorithm terminates early for detection. The process iterates by selecting new support points to expand or shrink the until convergence, typically requiring few iterations for practical shapes. Introduced in 1988, GJK is valued for its sublinear complexity in the number of features and applicability to any convex representation supporting the , such as polyhedra or implicit surfaces. To resolve and contact normals beyond mere intersection, the Expanding (EPA) extends GJK by growing the initial from GJK into a that envelopes the Minkowski difference, yielding the deepest penetration vector. Starting from the intersecting , EPA repeatedly adds support points in the direction toward the origin, forming new boundary facets until the origin lies on the 's surface; the vector from the origin to the nearest facet then provides the and normal. This maintains the efficiency of queries, with linear in the number of features but practical performance often constant for simple convexes. EPA is particularly useful for resolving overlaps in dynamic simulations, as it directly computes the minimal to separate objects. These methods underpin in real-time applications, such as the engine, which employs GJK for proximity queries and EPA for penetration resolution among convex shapes like capsules and boxes to ensure stable, high-performance simulations in games and animations.

Non-Convex and Deformable Object Handling

Handling non-convex objects in collision detection often involves decomposing complex static meshes into simpler convex components, such as through tetrahedralization, which partitions the volume into tetrahedra whose convex hulls can then be tested using established convex methods. This approximate convex decomposition (ACD) iteratively removes non-convex features like notches to generate a set of convex hulls that approximate the original shape, enabling efficient broad- and narrow-phase queries while minimizing the number of primitives. For feature-based tests on triangle meshes, algorithms perform edge-face and vertex-face checks to detect penetrations between non- surfaces, with methods such as the fast triangle-triangle test by Möller (1997) providing robust pair evaluations by separating intersecting and non-intersecting cases through signed distances and separating axes. Voxel-based approaches represent non-convex volumes as discrete grids, where occupancy queries allow rapid detection of potential overlaps by checking intersections before refining to surface . In deformable models like cloth or soft bodies, continuous collision detection (CCD) is essential to capture inter-frame penetrations, often using fields to compute the minimum separation between deforming elements or proxy volumes such as hierarchical bounding spheres to approximate dynamic shapes for . Self-collision in these models is managed through structures, where nested or hierarchical enclose the deforming to detect intra-object contacts by testing intersections and propagating to the underlying . Recent advances leverage signed distance fields (SDFs) for representations, enabling real-time collision queries between general deformable solids in by computing exact distances without explicit meshing, as demonstrated in 2024 frameworks that integrate SDFs with for safe manipulation. GPU-accelerated hashing further enhances scalability for large-scale deformable scenes, using spatial hash tables to dynamically allocate voxels only where needed, supporting multi-scale representations for efficient volume queries in simulations. Key challenges include the high computational cost of updating decompositions or fields during frequent deformations, which can degrade real-time performance, and managing topology changes like tearing in cloth that invalidate precomputed structures and require adaptive rebuilding.

Advanced Techniques

Exploiting Temporal Coherence

In animated scenes, collision detection algorithms can exploit temporal coherence—the observation that object motions are typically smooth and continuous between consecutive frames—to reuse computational results from prior time steps, thereby reducing the workload for subsequent detections. This approach caches intersecting object pairs and incrementally updates them based on small velocity changes, avoiding full recomputation of spatial relationships. For instance, in bounding volume hierarchies (BVHs), persistent data structures like the Bounding Volume Test Tree maintain a "front" of potentially colliding nodes from the previous frame, sprouting or pruning branches only where motion warrants it, leading to significant speedups for oriented bounding boxes (OBBs) in cases of small displacements. Specific methods leverage this coherence through incremental maintenance of data structures. In algorithms, sorted lists of axis-aligned bounding boxes (AABBs) from the prior frame are rotated or adjusted via local swaps rather than fully resorting, exploiting the fact that relative object orders change minimally with smooth motion; this reduces the average complexity from O(n log n) to near O(n in highly coherent scenarios. Motion bounds provide conservative tests by enclosing an object's swept volume over a time interval within a simple shape, such as a or capsule, allowing quick rejection of non-colliding pairs without exact integration; the controlled conservative advancement technique advances simulation time by the minimum safe interval bounded by these volumes, ensuring no collisions are missed while minimizing tests. To further localize updates, groups objects into connected components based on prior contacts or joints, treating isolated "islands" as independent sub-simulations that only require broad-phase checks within their boundaries, thus scaling efficiency with scene sparsity. These techniques yield significant gains in real-time applications, such as simulations, where coherent motions dominate, but their effectiveness diminishes with abrupt changes like explosions or teleportations, necessitating hybrid strategies that trigger full rebuilds when coherence thresholds are exceeded.

GPU and Parallel Acceleration

Collision detection in large-scale scenes benefits significantly from GPU acceleration, which exploits the (SIMD) architecture to parallelize computations across thousands of cores. In the broad phase, GPUs enable efficient parallel traversal of bounding volume hierarchies (BVHs), where multiple rays or queries can be processed simultaneously using frameworks like or . This approach distributes the workload by assigning independent traversal tasks to GPU threads, achieving speedups of up to 10x over CPU implementations for scenes with millions of . General-purpose computing on GPUs (GPGPU) extends to narrow-phase primitive tests, such as batch ray-triangle intersections, where kernels perform vectorized computations on groups of triangles to detect overlaps. For instance, optimized ray-triangle algorithms on GPUs can process billions of tests per second by leveraging and warp-level primitives, reducing latency in real-time applications. In handling deformable objects, signed distance field (SDF) volumes computed in shaders provide a continuous representation for collision queries, allowing efficient computations between deforming meshes without explicit triangle tests. This technique integrates seamlessly with GPU pipelines, enabling real-time detection for cloth or soft bodies by sampling SDFs in fragment shaders. Prominent frameworks like NVIDIA's have incorporated GPU solvers since the 2010s, offloading collision detection to for scenes with thousands of objects, yielding performance gains of 5-20x in broad- and narrow-phase . On the CPU side, parallelization complements GPU efforts through multi-threading techniques, such as sorting sweep-and-prune () structures using parallel algorithms that distribute axis-aligned bounding box () endpoints across cores. Temporal coherence aids in load balancing for irregular workloads, ensuring scalable broad-phase performance for scenes with millions of objects on multi-core processors. Recent advances as of 2025 include approaches for robot self-collision detection, integrating positional encoding with neural networks to improve accuracy in cluttered environments. Despite these advantages, GPU acceleration faces trade-offs, including memory bandwidth limitations that bottleneck irregular data access patterns during BVH traversal or primitive fetches in non-uniform scenes. Additionally, narrow-phase bottlenecks persist for complex contacts, as GPU efficiency drops for sequential dependency-heavy tasks, often requiring hybrid CPU-GPU pipelines to maintain overall throughput.

Pruning and Optimization Strategies

Pairwise techniques refine the set of candidate object pairs generated by broad-phase algorithms, eliminating those unlikely to collide through additional spatial or distance-based checks. These methods often employ distance thresholds to skip pairs separated by more than a predefined margin, such as the sum of object radii plus a safety buffer, thereby avoiding expensive narrow-phase tests. For instance, in sphere-based representations, a pair is pruned if the between centers exceeds the combined radii, a test that can be performed in constant time. Voronoi regions further enhance this by defining boundaries around object features (e.g., vertices, edges, faces) where the closest points on colliding objects must lie, allowing early rejection of pairs whose Voronoi diagrams do not overlap. These approaches are particularly effective in dense scenes, reducing the number of full tests by orders of magnitude. A priori pruning predicts non-collisions before detailed geometric tests by analyzing object motions, such as relative velocity vectors between pairs. By projecting the onto face normals, faces with negative dot products—indicating motion away from the surface—can be culled, effectively up to 50% of potential checks in polyhedral scenes. For translational motions between convex polyhedra, applicability constraints limit valid contact types (e.g., vertex-face or edge-edge) based on velocity directions, achieving near-linear complexity with a small constant factor. These predictive culls are especially useful in dynamic simulations where objects exhibit coherent trajectories, minimizing redundant computations without sacrificing accuracy. Further optimizations include level-of-detail () representations, which use simplified geometries for distant or low-priority objects to reduce collision complexity while maintaining accuracy for nearby interactions. Dynamic LOD adjusts density based on object proximity or importance, integrating with trees to prune subtrees of low-detail models efficiently. Batching groups similar tests (e.g., via SIMD instructions) to exploit cache locality and parallelism, multiple pairwise checks in vectorized operations for up to 4x speedup on tests. These techniques ensure cache-efficient traversal in hierarchical structures, minimizing accesses during . Effective pruning strategies typically reduce candidate pairs to less than 1% of the naive O(n²) total, with benchmarks showing broad-phase outputs dropping from 55 potential pairs to 10 for 11 objects, and overall detection times of 2-5 ms per frame in interactive applications. Oriented bounding box trees, for example, outperform axis-aligned variants by processing O(m) tests instead of O(m²) for m primitives, while discrete oriented polytopes (DOPs) with 18 facets yield optimal balance in efficiency.

Applications

In Computer Graphics and Simulations

In computer graphics, collision detection plays a crucial role in rendering pipelines, particularly through ray-object intersections that enable accurate computation of shadows and reflections. Rays are traced from the camera or light sources to determine intersections with scene geometry, ensuring realistic effects such as hard and soft shadows or specular reflections on surfaces. hierarchies (BVHs) accelerate these intersections by organizing scene primitives into a spatial , reducing the number of ray-primitive tests from linear to logarithmic complexity. In offline rendering engines like Blender's Cycles, BVHs are built per frame or scene to support , where millions of rays per pixel intersect complex models for photorealistic outputs. In physics-based simulations, collision detection integrates with rigid and to prevent interpenetrations and compute realistic responses. For rigid bodies, discrete collision detection checks overlaps at simulation timesteps, while continuous collision detection (CCD) predicts exact contact times during motion, avoiding tunneling artifacts in high-speed scenarios. Soft body simulations, often using finite element methods (FEM), rely on CCD to handle deformable materials like rubber or tissue, where element-wise intersection tests ensure stability across deformation steps. Cloth simulations address self-collisions by detecting and resolving intersections between adjacent or distant triangles in the , using techniques like predictive contacts to maintain fabric without excessive or folding. Narrow-phase algorithms, such as triangle-triangle tests, are employed within these simulation loops to verify contacts after broad-phase culling. Open-source physics engines like and facilitate collision detection in graphics simulations, supporting stacks, constraints, and deformable extensions for workflows. provides robust broad- and narrow-phase detection with CCD support, enabling stable stacking of thousands of objects in scenes. offers modular collision geometries and models, integrated into tools for simulating jointed mechanisms or particle systems. Commercial software like Houdini employs advanced collision detection in its DOP networks for VFX production, using volume or surface-based methods to handle particle-fluid or interactions in films. Key challenges in these applications include balancing detection accuracy with performance constraints, such as maintaining 60 frames per second (FPS) in interactive previews while processing scenes with millions of primitives. High-fidelity CCD can increase computational cost by orders of magnitude, necessitating hybrid acceleration via spatial partitioning or GPU offloading to prune unnecessary tests. Recent 2025 reviews of deformable model collision detection highlight hybrid discrete-continuous approaches, combining timestep-based checks with motion prediction to improve efficiency in FEM-based soft body simulations without sacrificing robustness.

In Video Games

In video games, collision detection is often implemented using hitboxes, which are simplified geometric shapes such as rectangles in 2D or capsules and boxes in 3D that approximate the visual model of an object for rapid intersection testing. These hitboxes enable fast input handling and response mechanics, like character movement or impacts, by decoupling precise visual rendering from ; for instance, a character's capsule hitbox detects ground contact without testing every of the . Bounding volumes form the foundation of these hitboxes, providing an efficient proxy for more complex shapes. Major game engines integrate collision detection through dedicated physics systems, such as Unity's integration with , which employs a sweep-and-prune () algorithm for broad-phase culling of potential collisions and the Gilbert-Johnson-Keerthi (GJK) algorithm for narrow-phase testing of convex shapes. Similarly, Unreal Engine's Chaos Physics uses GJK for distance calculations between convex geometries in the narrow phase, combined with spatial partitioning for broad-phase efficiency to handle dynamic scenes with thousands of objects. These implementations support layered queries, where collision checks are filtered by object categories—such as triggers for non-physical events versus full physics simulations—reducing unnecessary computations via layer collision matrices that ignore predefined layer pairs. Optimizations extend to multiplayer networking, where synchronization ensures consistent collision outcomes across clients; typically, server-side collision detection resolves disputes to prevent cheating, while simulates immediate responses for low-latency feel, reconciling with server authoritative results. Common issues include tunneling, where fast-moving objects like projectiles pass through thin barriers between frames, mitigated by continuous collision detection (CCD) modes that compute exact time-of-impact along motion paths rather than discrete frame checks. In mobile games, hardware constraints necessitate reduced precision, such as using simpler axis-aligned bounding boxes () over oriented ones and limiting collision checks via spatial partitioning to maintain frame rates on lower-powered devices. The evolution of collision detection in video games traces from 2D arcade titles using basic for pixel-perfect or rectangular overlaps in platformers, to modern 3D open-world environments leveraging hierarchies (BVH) for scalable detection amid vast numbers of dynamic elements, as seen in large-scale simulations requiring real-time performance.

In Robotics and Autonomous Systems

In robotics, proximity sensing plays a crucial role in collision detection, enabling robots to perceive and avoid obstacles in dynamic environments. sensors provide high-resolution 3D point clouds for accurate , while ultrasonic sensors complement them by detecting soft or low-reflectivity objects that LIDAR might miss, such as those on the ground or at varying heights. For manipulator path planning, octree-based algorithms efficiently represent complex environments by hierarchically partitioning 3D space into voxels, facilitating rapid collision checks during . The MoveIt! framework, integrated with the (ROS), leverages these octrees to generate collision-free trajectories for robotic arms, optimizing for real-time performance in tasks like assembly and manipulation. In autonomous vehicles, real-time obstacle detection relies on processing LIDAR-generated point clouds to identify and track dynamic objects, such as pedestrians or other vehicles, with algorithms clustering points and estimating velocities for immediate response. (V2X) communication enhances predictive avoidance by sharing intent and position data between vehicles and infrastructure, allowing preemptive maneuvers to prevent collisions beyond line-of-sight. Signed Distance Fields (SDFs) serve as a key method for environment mapping in , representing surfaces implicitly to enable efficient collision queries and navigation; recent frameworks, such as online learning of continuous SDFs from depth images, support dynamic updates for mobile robots. Reviews of human-robot collaboration highlight integrated for collision avoidance, emphasizing power- and force-limiting strategies to ensure safe coexistence in shared workspaces. Safety standards like ISO/TS 15066 guide collaborative robot design by specifying limits on force, pressure, and speed during interactions, mandating collision detection mechanisms to halt operations upon impact. Handling in data is essential, with probabilistic models accounting for noise in or ultrasonic readings to maintain robust detection, often using Bayesian filtering to predict potential collisions under partial . Advances include approaches for in collisions, such as algorithms that identify deviations in joint torques or vibrations, enabling proactive safety responses in manipulators. In fusion robotics applications, novel collision detection algorithms estimate fast ion losses in devices by simulating particle trajectories against wall geometries, improving for high-energy environments.

References

  1. https://graphics.[pixar](/page/Pixar).com/pbm2001/pdf/notesg.pdf
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