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# Collision | ||
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- [bvh](cg/mesh/bvh.md) | ||
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- 射线碰撞检查,如果两个重叠时,可能检测失败,因为Raycaster使用射线来检测,需要起点和方向 | ||
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## BVH | ||
## JS | ||
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- [A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes. ](https://github.com/gkjohnson/three-mesh-bvh) | ||
- [A modern C++ BVH construction and traversal library ](https://github.com/madmann91/bvh) | ||
- Cannon.js |
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# Bounding Volume Hierarchy(BVH) | ||
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- [Real-Time SAH BVH Construction for Ray Tracing Dynamic Scenes](https://www.graphicon.ru/html/2011/conference/gc2011Sopin.pdf) | ||
- [A modern C++ BVH construction and traversal library ](https://github.com/madmann91/bvh) | ||
- [Shape Decomposition for Multi-channel Distance Fields Bc. Viktor Chlumsk´y](https://github.com/Chlumsky/msdfgen/files/3050967/thesis.pdf) | ||
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## [three-mesh-bvh](https://github.com/gkjohnson/three-mesh-bvh) | ||
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### Signed Distance | ||
three-mesh-bvh是作为一个通用的BVH,不应限制任意mesh对象,带sign的必须有是manifold流形的 | ||
或每个edge必须有领边信息来构建solid立体。 | ||
- [ClosestPointToPoint: Signed Distance #704 ](https://github.com/gkjohnson/three-mesh-bvh/issues/704) | ||
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### Surface Area Heuristic(SAH) | ||
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表面积启发式算法, 是一种用于优化BVH构建过程的策略, 基于复杂度成本分析和概率论,旨在通过最小化遍历BVH时的预期成本来提高查询效率. | ||
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SAH算法广泛应用于需要高效碰撞检测、射线相交测试等场景管理技术的领域, | ||
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### 案例 | ||
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- [相交的Sign-distance例子](https://zalo.github.io/ThreeHydroelasticContacts/) | ||
- [ ClosestPointToPoint: Signed Distance #704 ](https://github.com/gkjohnson/three-mesh-bvh/issues/704) | ||
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- [Spherical winding number shadertoy.com](https://www.shadertoy.com/view/4cKyDt) |
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# Surface | ||
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## Generalized Winding Numbers | ||
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## 拉普拉斯变形算法 | ||
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- [Laplacian Surface Editing](https://people.eecs.berkeley.edu/~jrs/meshpapers/SCOLARS.pdf) | ||
- [github](https://github.com/mikolalysenko/laplacian-deformation) | ||
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- [Differential Coordinates for Interactive Mesh Editing](https://www.cs.jhu.edu/~misha/Fall07/Papers/Lipman04.pdf) | ||
- [Differential Coordinates for Interactive Mesh Editing](https://www.cs.jhu.edu/~misha/Fall07/Papers/Lipman04.pdf) | ||
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## IK | ||
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- [Inverse Kinematics with Quaternion Joint Limits](http://number-none.com/product/IK%20with%20Quaternion%20Joint%20Limits/) | ||
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## Cut Geometry | ||
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- [Design of cut unit geometry in hierarchical kirigami-based auxetic metamaterials for high stretchability and compressibility](https://www.sciencedirect.com/science/article/pii/S235243161630058X) | ||
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## Triangulation by Ear Clipping | ||
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- [Triangulation by Ear Clipping](https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf) | ||
- [FIST: Fast Industrial-Strength Triangulation of Polygons](http://www.cosy.sbg.ac.at/~held/projects/triang/triang.html) | ||
- [Earcut](https://github.com/mapbox/earcut) | ||
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