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Open World Collision Detection in Computer Games Development (UTeM Press)
註釋

Open world games have tremendously become a demanding criterion for computer games development as user be able to freely roam through land and sea virtually. One of the elements involving computer games development is to bring applicable real-time collision detection for each object. Collision detection required sophisticated process of using hierarchical approach of Bounding-Volume Hierarchies (BVH) for detecting procedure.

BVH is one of the most challenging issues in collision detection area that critically undergoing multiple splitting process. Splitting process requires an object with their set of triangles to be split into two parts using binary type tree. It is very crucial to make sure that the BVH tree construction is always in balanced as the speed of BVH tree traversal algorithm is dropped for unbalanced tree. In this thesis, we introduced Spatial Object Median Splitting (SOMS) to enhance the capability of BVH construction.

Hence, SOMS creates an optimum level of BVH where most leaf nodes that was bounded with AABB contained one triangle compared to Spatial Median technique. From the BVH construction experiments, SOMS managed to perform faster as compared to other common technique. Furthermore, experiment to create one BV one triangle also showed that SOMS produced more nodes. As a conclusion, BVH can easily be constructed using SOMS approach together to create higher level of balanced tree for collision detection.