Previous | Next --- Slide 25 of 31
Back to Lecture Thumbnails

This seems like an insanely expensive task for a complicated mesh. Will we see algorithms for this?


What's the difference between an intersection happened for geometry and a collision occurred for animation?


Do people use these checks to run physics simulations with 3d meshes? Such as preventing collisions?


How does collision detection work in video games where there can be thousands of moving objects at any time?


What is the definition for intersection? Does this mean edge intersection?


Some elements might want to be able to intersect with other elements while some elements may not wish to do so (e.g. liquid vs solid). How can we differentiate these qualities in meshes/animation?


For unintended intersections, are they always checked for everywhere in a render or could a render potentially ignore them in certain places if it determines if it would not be visible, or would that have a further adverse effect?


I assume that the mesh would also depend on the material/physics of the material. Would you just check for collision and do another action according to the material?


How do we detect these intersections and collisions?


I'm assuming we'd use vector calculus (similar to line intersection of some kind, but also with planes/meshes) to determine this?