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Computational complexity versus virtual worlds

Published: 01 February 1990 Publication History

Abstract

The ability to simulate complex physical situations in real-time is a critical element of any "virtual world" scenario, as well as being key for many engineering and robotics applications. Unfortunately the computation cost of standard physical simulation methods increases rapidly as the situation becomes more complex. The result is that even when using the fastest supercomputers we are still able to interactively simulate only small, toy worlds. To solve this problem I propose changing the way we represent and simulate physics in order to reduce the computational complexity of physical simulation, thus making possible interactive simulation of complex situations.

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cover image ACM Conferences
I3D '90: Proceedings of the 1990 symposium on Interactive 3D graphics
February 1990
271 pages
ISBN:0897913515
DOI:10.1145/91385
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 February 1990

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  • (2005)Surface modeling using deformable templatesInternational Journal of Imaging Systems and Technology10.1002/ima.18500304033:4(300-310)Online publication date: 20-Oct-2005
  • (2005)Unification scheme for 3D surface reconstruction using physically based modelsInternational Journal of Imaging Systems and Technology10.1002/ima.18500304023:4(279-299)Online publication date: 20-Oct-2005
  • (1995)Exploiting reality with multicast groups: a network architecture for large-scale virtual environmentsProceedings Virtual Reality Annual International Symposium '9510.1109/VRAIS.1995.512473(2-10)Online publication date: 1995
  • (1991)Physically-based surface modeling using flexible wire framesProceedings of the Twenty-Fourth Annual Hawaii International Conference on System Sciences10.1109/HICSS.1991.183940(661-670)Online publication date: 1991
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  • (2006)An architecture to support scalable distributed virtual environment systems on gridThe Journal of Supercomputing10.1007/s11227-006-8296-z36:3(249-264)Online publication date: 1-Jun-2006
  • (2005)Collision ProblemProceedings of the Ninth International Conference on Information Visualisation10.1109/IV.2005.32(410-415)Online publication date: 6-Jul-2005
  • (2005)Modal represenationsObject Representation in Computer Vision10.1007/3-540-60477-4_18(249-262)Online publication date: 1-Jun-2005
  • (2004)Real-time simulation of small-scale impact debris using hierarchical particle systemsProceedings Theory and Practice of Computer Graphics, 2004.10.1109/TPCG.2004.1314475(226-232)Online publication date: 2004
  • (2004)Collision detection algorithm of a continuous type using spherical extreme vertex diagramsComputers & Mathematics with Applications10.1016/S0898-1221(04)90129-047:8-9(1363-1378)Online publication date: Apr-2004
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