From: brucec@phoebus.labs.tek.com (Bruce Cohen)
Subject: Re: TECH: More on object collisions
Date: 27 Feb 92 22:51:04 GMT
Organization: Software Technology Research Laboratory, Tektronix Inc.



In article <1992Feb26.003339.28432@watserv1.waterloo.edu> dstamp@watserv1.
waterloo.edu (Dave Stampe-Psy+Eng) writes:

> Of course, it's a problem if objects collide behind you... assuming
> you let the rendering hardware share some of the graphics operations
> with the collision detector.  Perhaps another hardware pipeline might
> be better.  Seperating graphics and collission detection also lets 
> the system be optimal for different needs.  But these should both
> be part of the hardware/software "kernal" of a VR system.

There are several things you might want to do with collision detection
other than controlling the graphics: generate noises (binaural and
spatially located) when objects collide, modify an object as a result of
a collision (maybe it got dented), move an object as a result of a
collision, etc.  Any of those things could happen behind you.  But you
don't necessarily need the same level of detail or accuracy about
collisions just to find out if they made a noise where you can't see
them as you do if you want to see them collide in front of you.  You
might be able to do some pruning in software before having to
brute-force the detail work.


"The end cause ... is too often handed off as an afterthought to harried
interface designers who follow programmers around with virtual brooms
and pails." - Brenda Laurel in "Computers as Theatre"
------------------------------------------------------------------------
Speaker-to-managers, aka
Bruce Cohen, Software Technology Research Lab   email: brucec@strl.labs.tek.com
Tektronix Laboratories, Tektronix, Inc.         phone: (503)627-5241
M/S 50-662, P.O. Box 500, Beaverton, OR  97077
