Differences between V-Collide and prior work
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I_COLLIDE requires that models are decomposed into (unions of) convex polytopes.
V-Collide can handle any polygonal model, without requiring topological
cleanliness.
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V-Collide does not contain any I/O routines.
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V-Collide requires that input polygons be triangulated.
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I_COLLIDE reports the distance between objects, but V-Collide only reports
when pairs of objects collide.
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V-COLLIDE supports dynamic addition or deletion of objects from the environment.
RAPID
and V-Collide
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V-Collide keeps track of where objects are, so that if objects do not move
between queries their locations need not be resupplied to the collision
detection system.
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V-Collide supports many simultaneous objects, where RAPID only handles two.
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RAPID can report exactly which pairs of triangles collide, but V-Collide
only reports to object precision.