Abstract
A novel estimation of the collision response between a virtual object and an arbitrarily-shaped real object is presented. By analysing the collision regions, the boundary of the arbitrarily-shaped object is approximated as a sphere for simplicity, and then the collision responds as a sphere-to-sphere collision. Simulations between segmented hand regions and virtual balls show that the proposed method is more appropriate than other methods for augmented reality and serious games, because the motion of real objects can be directly applied.
Original language | English |
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Pages (from-to) | 915-916 |
Number of pages | 2 |
Journal | Electronics Letters |
Volume | 46 |
Issue number | 13 |
DOIs | |
Publication status | Published - 24 Jun 2010 |