An Exact Algorithm for Finding Minimum Oriented Bounding Boxes [pdf]
clb.demon.fi
clb.demon.fi
Axis-oriented bounding boxes are cheap to test, but bounding boxes oriented to the object are really just convex polyhedra with 6 faces.
Lots of collision detection articles today.
So, uh, what's your point? Because I don't know.
And none of these really has anything to do with the root post. OBBs are always going to be used. Always. Different methods for finding OBBs is useful. Fast ways to find "good" OBBs and slower ways to find "perfect" OBBs both have value.
On collision detection generally, the performance advantage of OBBs over convex polyhedra is small and may be negative. If you use convex hulls, you get better looking collisions and it doesn't cost you much, if anything.
Very interesting.
Can you go into more detail here on what you mean by better looking?
You should release it and put that in the description.
The lack of STL means it's more likely to be thoughtfully designed. It's a merit, not a demerit. Or to put it a bit bluntly: Don't worry about that! I'd love to see the code.
Yeah I dunno about this. Generating good convex polyhedra isn't free. Their cache missing extra memory isn't free. Nor is the test free.
I suppose it all really depends on the use case. The right balance of early out vs precision depends on your data set. Run too many early outs and it can be a net loss. Run too many precise tests and it's a net loss.
If you open source it, someone will port it, add tests and make it into a nice library... So don't hesitate.
In Falling Bodies, by version 2, we went further. GJK gave us the two closest features. From those, we took the two most parallel faces. Those faces were then projected on the plane perpendicular to the closest point vector and through its midpoint. The intersection of those polygons was computed and treated as a contact patch. The goal was to eliminate all discontinuities in changes of the contact force vector as the objects moved, so that we never integrated across a discontinuity.
This was for spring/damper contact simulation, which is more realistic than impulse/constraint contact simulation, but more CPU-intensive. In the era of 100MHz CPUs, it was too slow for games, but good for movie-quality animation.
"The performance tests were run on a MacBook Pro laptop with a 2.7GHz Intel Core i7 processor and 16GB of RAM running Windows 8.1."
Oh also, https://support.apple.com/en-us/HT201468 (How to install Windows using Boot Camp)