Path: utzoo!mnetor!uunet!husc6!ut-sally!utah-cs!utah-gr!uplherc!sp7040!obie!wsccs!terry From: terry@wsccs.UUCP (terry) Newsgroups: comp.graphics Subject: Re: Point Graphics Message-ID: <362@wsccs.UUCP> Date: 23 Mar 88 03:35:41 GMT References: <165500005@uiucdcsb> Lines: 54 Summary: You could... In article <165500005@uiucdcsb>, mccaugh@uiucdcsb.cs.uiuc.edu writes: > > I would be very interested in any info on the emerging concept of "point > graphics" which is a graphics model assuming 'smart pixels' -- w.g., in > an animation sequence involving the possibility of 2 or more objects > colliding, the first (i.e., fastest) object first sets a pixel-set to > the value 'occupied' so that other objects moving into the set will > cause a collision to be sensed. Presumably, the intent is to avoid > computation of first- and second-degree simultaneous equations to > decide presence of collision. I think that it would be possible to determine a graphics object via rubber-banding bezier curves. The method involved would be to simply define your object in cubic arrangements of points, thereby giving sort of spline-fractals. Then you could determine collisions by determining if any two lines defined by the edge of the cubic had a collision by using any 3 of the 4 points involved to define a plane and determining whether or not the fourth point was above or below the plane. Admittedly, if your curve exceeded the length of the line segment forming it, either above or below the segment when projected into the plane defined by the curve and the points defining the curve, you would have points sticking up which could not be detected. I believe this method would work if you were to do several things: 1) All points must be an integer unit distance apart, with implied points at one unit intervals, therby describing equally sized cubics which define the objects. 2) All line segments must exceed or equal in heighth/depth the curves they define, as projected onto them. 3) The unit distance must be smaller than the resoloution of the collisions to be detected (if your unit length was one millimeter, you collision-detection accuracy could vary -+ a millimeter) This would have the effect of defining an orthogonal 3 dimensional grid, within which you could define your points defining your object. If you have two objects, this would have the effect of defining cubic objects in a single reference frame, or multiple reference frames, if the objects are not defined in cubics which are mutually perpindicular to each other. Either way, you would simply have to do a matrix transformation for any angle of approach of any two objects. You calc the curves only for display purposes. Much simpler! | Terry Lambert UUCP: ...{ decvax, ihnp4 } | | @ Century Software : ...utah-cs!uplherc!sp7040!obie!wsccs!terry | | SLC, Utah | | These opinions are not my companies, but if you find them | | useful, send a $20.00 donation to Brisbane Australia... | | 'There are monkey boys in the facility. Do not be alarmed; you are secure' |