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Optimisation-based proximity queries and penetration depth computation

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Abstract

The virtual reality (VR) was found to be a perfect technique that could be used as a training approach, since it shows many advantages despite its weakness. In the VR some major bottlenecks arises namely the proximity queries (PQ) and penetration depth computation. This paper shows a novel algorithm used to solve those problems. Problems of PQ are ubiquitous within many tasks in computer graphics, virtual environments, robotics, manufacturing, and mechanical design. Interactions in any virtual scene usually involve contact or close proximity between its objects. Determining which pairs of objects are in contact or at close proximity is a complex task in most of the virtual environments. The PQ is the shortest vector over which one object needs to be translated in order to bring the pair in contact.

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Correspondence to Charbel Fares.

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Fares, C., Hamam, Y. Optimisation-based proximity queries and penetration depth computation. Virtual Reality 13, 131–136 (2009). https://doi.org/10.1007/s10055-009-0116-3

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  • DOI: https://doi.org/10.1007/s10055-009-0116-3

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