Gilbert–Johnson–Keerthi distance algorithm

Gilbert–Johnson–Keerthi distance algorithm

The Gilbert–Johnson–Keerthi distance algorithm is a method of determining the minimum distance between two convex sets. Unlike many other distance algorithms, it does not require that the geometry data be stored in any specific format, but instead relies solely on a support function to iteratively generate closer simplices to the correct answer using the configuration space obstacle (CSO) of two convex shapes, more commonly known as the Minkowski difference.

Comment
enThe Gilbert–Johnson–Keerthi distance algorithm is a method of determining the minimum distance between two convex sets. Unlike many other distance algorithms, it does not require that the geometry data be stored in any specific format, but instead relies solely on a support function to iteratively generate closer simplices to the correct answer using the configuration space obstacle (CSO) of two convex shapes, more commonly known as the Minkowski difference.
Depiction
Two types of collisions and corresponding CSO faces.svg
Has abstract
enThe Gilbert–Johnson–Keerthi distance algorithm is a method of determining the minimum distance between two convex sets. Unlike many other distance algorithms, it does not require that the geometry data be stored in any specific format, but instead relies solely on a support function to iteratively generate closer simplices to the correct answer using the configuration space obstacle (CSO) of two convex shapes, more commonly known as the Minkowski difference. "Enhanced GJK" algorithms use edge information to speed up the algorithm by following edges when looking for the next simplex. This improves performance substantially for polytopes with large numbers of vertices. GJK makes use of Johnson's distance sub algorithm, which computes in the general case the point of a tetrahedron closest to the origin, but is known to suffer from numerical robustness problems. In 2017 Montanari, Petrinic, and Barbieri proposed a new sub algorithm based on signed volumes which avoid the multiplication of potentially small quantities and achieved a speedup of 15% to 30%. GJK algorithms are often used incrementally in simulation systems and video games. In this mode, the final simplex from a previous solution is used as the initial guess in the next iteration, or "frame". If the positions in the new frame are close to those in the old frame, the algorithm will converge in one or two iterations. This yields collision detection systems which operate in near-constant time. The algorithm's stability, speed, and small storage footprint make it popular for Realtime collision detection, especially in physics engines for video games.
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Method
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Gilbert–Johnson–Keerthi distance algorithm
Label
enGilbert–Johnson–Keerthi distance algorithm
Link from a Wikipage to an external page
arxiv.org/pdf/2205.09663.pdf
mollyrocket.com/849
web.comlab.ox.ac.uk/oucl/work/stephen.cameron/distances
ora.ox.ac.uk/objects/uuid:69c743d9-73de-4aff-8e6f-b4dd7c010907/download_file%3Fsafe_filename=GJK.PDF&file_format=application%2Fpdf&type_of_work=Journal+article
graphics.stanford.edu/courses/cs448b-00-winter/papers/gilbert.pdf
www.youtube.com/watch%3Fv=ajv46BSqcK4
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Algorithm
Category:Applied mathematics
Category:Convex geometry
Category:Geometric algorithms
Collision detection
Convex set
File:Two types of collisions and corresponding CSO faces.svg
Minkowski difference
Minkowski Portal Refinement
Physics engine
Simplex
Support function
Tetrahedron
Video games
SameAs
3kqMW
m.092s8x
Q4060668
Алгоритм Гилберта — Джонсона — Кирти
Subject
Category:Applied mathematics
Category:Convex geometry
Category:Geometric algorithms
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Two types of collisions and corresponding CSO faces.svg?width=300
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