A Fast Procedure for Computing the Distance Between Complex Objects in Three Dimensional Space - Falmouth-Games-Academy/ga-research-wiki GitHub Wiki

#[A Fast Procedure for Computing the Distance Between Complex Objects in Three-Dimensional Space] (http://ieeexplore.ieee.org.ezproxy.falmouth.ac.uk/stamp/stamp.jsp?arnumber=2083) #Topics Covered Presents a way of computing the "Euclidean" distance ( the length of a shortest line segment joining the two objects) between objects in 3D space.

Use in video games

  • This algorithm could be useful in video games to calculate the Euclidean distance between virtual 3D objects. For example it can be used to calculate the "straight line" distance between the player and a waypoint set by the player in an open world game such as Skyrim.

Can be applied to a "complex family of shape models"

"Objects are subject to changes in position and orientation"

  • This is very prominent in modern video games as many different objects can detect the Euclidean distance between each other. It is interesting that the development of this paper precedes that development of 3D games. It is likely that the fact this paper's algorithm was optimised for 3D space could have led to an increase in knowledge about computing in 3D and thus, it could have sped up the development of 3D simulations and games.

This GJK method is used in robotics, rigid body, fluid, cloth, and collision mechanics.

#BibTeX cite courtesy of Google Scholar

@article{gilbert1988fast, title={A fast procedure for computing the distance between complex objects in three-dimensional space}, author={Gilbert, Elmer G and Johnson, Daniel W and Keerthi, S Sathiya}, journal={IEEE Journal on Robotics and Automation}, volume={4}, number={2}, pages={193--203}, year={1988}, publisher={IEEE} }