Challenge your understanding of collision detection techniques, response strategies, and key terminology used in computer graphics, simulations, and game development. Explore essential concepts like bounding volumes, discrete and continuous detection, and resolution methods with real-world scenarios.
Which bounding volume is most efficient for detecting collisions in a group of axis-aligned rectangular objects in a 2D space?
Explanation: Axis-Aligned Bounding Boxes (AABB) are optimal for axis-aligned rectangles due to their simple calculations and low computational cost. Oriented Bounding Boxes (OBB) are better for rotated objects but unnecessarily complex here. Bounding Spheres are less tight-fitting for rectangles, potentially causing inaccuracies. Convex Hulls provide the most precise fit but demand more resources to compute. For axis-aligned rectangles in 2D, AABBs offer the best balance of speed and accuracy.
In a fast-paced simulation, why might continuous collision detection be preferred over discrete collision detection when moving a small object quickly across the screen?
Explanation: Continuous collision detection addresses the tunneling problem, where fast objects pass through others between frames. Discrete methods may miss such collisions if an object moves too far in a single step. Continuous methods are typically more computationally intensive, not less, than discrete methods. Discrete detection applies to both two- and three-dimensional spaces, not just three-dimensional ones.
After detecting a collision between two billiard balls in a simulation, which response algorithm is commonly used to update their velocities based on momentum conservation?
Explanation: Impulse-based response calculates the change in velocity for colliding bodies by applying sudden forces, ensuring momentum and energy conservation as required. Axis clipping and the separating axis theorem are techniques used primarily for collision detection, not response. Euler integration is a numerical method for advancing object positions over time and does not solve for physical response to collisions.
What is a potential drawback of using simple bounding spheres for collision detection around detailed polygonal vehicles in a racing game?
Explanation: Bounding spheres can produce false positives because their simple shape often overlaps when the detailed geometry within does not. While bounding spheres are computationally efficient, they do not require per-polygon calculations or alter the underlying vehicle geometry. They do detect collisions, but sometimes detect contact where none exists due to their approximate fit.
In collision detection systems, what is the purpose of the broad phase step before narrow phase calculations?
Explanation: The broad phase step filters out object pairs that are too far apart to interact, reducing the number of costly narrow phase collision checks. The narrow phase is responsible for precise calculations, such as penetration depth. Collision response for friction and restitution happens after detection, and smooth interpolation of positions pertains to rendering, not collision tests.