interesting calculations, such us distances or nearest
points. On the one hand, SWIFT++ is the faster li-
brary we tested, but it requires a lot of pre-processing
time. On the other hand, PQP does not require much
pre-processing time and it is quite efficient at calcu-
lating collisions. Therefore, the use of each library
depends on the needs of each particular problem.
Since the octree and the tetra-tree has been im-
plemented without the use of any library, both spatial
decompositions, along with the Feito’s algorithm, can
be utilized to develop interactive systems that require
to implement extra functionality. Due to its robust-
ness, PQP is a good option in systems that work with
meshes that could be topologically not correct. This
is the case of systems that work with reconstructed
meshes, such us surgery simulators with medical im-
ages and scanner data. Moreover, PQP could be
a good solution for visualization applications, since
meshes used in such applications do not need to be
topologically correct. Finally, the SWIFT++ library
is suitable for real time environments that require a
good performance but that can ensure that the topol-
ogy of the models is correct. For that reason, this
library could be used for working with solid mod-
els which have been generated by mathematical and
boolean operations that conserve their topology. In
addition, this library could also be used in machining
simulation. In all three approaches, the implemented
systems must support a pre-processing step in which
construct the data-structures.
ACKNOWLEDGEMENTS
This work has been partially supported by the
Ministerio de Ciencia e Innovaci´on and the Euro-
pean Union (via ERDF funds) through the research
project TIN2011-25259 and by the University of Ja´en
through the research project UJA2010/13/08 spon-
sored by Caja Rural de Ja´en.
REFERENCES
Bergen, G. V. D. (2003). Collision Detection in Interactive
3D Environments. Elsevier.
Cameron, S. (1997). Enhancing gjk: computing mini-
mum and penetration distances between convex poly-
hedra. In Robotics and Automation, 1997. Proceend-
ings., 1997 IEEE Inter, pages 3112–3117.
Chen, H. and Huang, T. (1988). A survey of construction
and manipulation of octrees. Computer Vision, Graph-
ics, and Image Processing, 43:409–431.
Ehmann, S. and Lin, M. (2000). Accelerated proxim-
ity queries between convex polyhedra by multi-level
voronoi marching. In Intelligent Robots and Systems,
2000. (IROS 2000). Proceedings. 2000 IEEE/RSJ In-
ternational Conference on, volume 3, pages 2101 –
2106.
Ehmann, S. and Lin, M. (2001). Accurate and fast prox-
imity queries between polyhedra using convex sur-
face decomposition. Computer Graphics Forum,
20(3):500–511.
Feito, F. and Torres, J. (1997). Inclusion test for general
polyhedral. Computers & Graphics, 21(1):23–30.
Geiger, B. (2000). Real-time collision detection and re-
sponse for complex environments. In Computer
Graphics International, 2000. Proceedings, pages 105
– 113.
Gilbert, E., Johnson, D., and Keerthi, S. (1987). A fast pro-
cedure for computing the distance between complex
objects in three space. In Robotics and Automation.
Proceedings. 1987 IEEE International Conference on,
volume 4, pages 1883–1889.
Gottschalk, S., Lin, M., and Manocha, D. (1996). Obbtree:
a hierarchical structure for rapid interference detec-
tion. In Proceedings of the 23rd annual conference on
Computer graphics and interactive techniques, SIG-
GRAPH ’96, pages 171–180. ACM.
Jim´enez, J., Feito, F., Segura, R., and Og´ayar, C. (2006).
Particle oriented collision detection using simplicial
coverings and tetra-trees. Computer Graphics Forum,
25:53–68.
Jim´enez, J. and Segura, R. (2008). Collision detection be-
tween complex polyhedra. Computers & Graphics,
4(32).
Jim´enez, J. J., Feito, F. R., and Segura, R. J. (2011). Tetra-
trees properties in graphic interaction. Graphical
Models, 73(5):182 – 201.
Jim´enez, J. J., Mart´ınez, A., and Feito, F. R. (2009). Dise˜no
de descomposiciones espaciales jer´arquicas para mal-
las de tri´angulos utilizando geometry shaders. de-
sign of hierarchical space decompositions for triangle
meshes using geometry shaders. In CEIG09. Spanish
conference on Computer Graphics, pages 95–104.
Klosowski, J., Held, M., Mitchell, J., Sowizral, H., and
Zikan, K. (1998). Efficient collision detection using
bounding volume hierarchies of k-dops. Visualiza-
tion and Computer Graphics, IEEE Transactions on,
4(1):21–36.
Larsen, E., Gottschalk, S., Lin, M., and Manocha, D.
(1999). Fast proximity queries with swept sphere vol-
umes. Technical report, Department of Computer Sci-
ence, UNC Chapel Hill.
Lin, M. and Gottschalk, S. (1998). Collision detection be-
tween geometric models: A survey. In In Proc. of IMA
Conference on Mathematics of Surfaces, pages 37–56.
Lin, M. and Otaduy, M. (2008). Haptic Rendering: Foun-
dations, Algorithms and Applications. A. K. Peters
Ltd.
Srungarapu, S., Reddy, D., Kothapalli, K., and Narayanan,
P. (2011). Fast two dimensional convex hull on the
gpu. In Advanced Information Networking and Appli-
cations (WAINA), 2011 IEEE Workshops of Interna-
tional Conference on, pages 7–12.
GRAPP 2012 - International Conference on Computer Graphics Theory and Applications
490