Abstract
collision detection; contact generation; contact manifold; rigid body simulation; constructive solid geometry; CSG; subtractive primitive; carve; non-convex shape; superquadric; tapered superquadric; dented shape; implicit surface; signed distance; sampled surface; sample points; triple-ray representation; tri-dexel; ray casting; closest point; foot point; radius of curvature; GJK; conservative advancement; real-time physics; destructible objects; video games; virtual reality; robotics; CAD
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Recommended Citation
Kimberlin, Kyle, "Sampled Contacts on Carved and Cented Primitive Shapes", Technical Disclosure Commons, ()
https://www.tdcommons.org/dpubs_series/12857