Acceleration factor w.r.t. Rapid:
Notes:
Here we give the mean acceleration factor of our method with respect to the OBB-tree method implemented in RAPID.
The left graph concerns a rigid object. This is the RAPID best case, because we neglect the pre-computation time. We almost have an acceleration factor of 5 with our method on OpenGL graphics hardware. On a personal PC (we took a pentium 2 333MHz) with or without a gaming Voodoo board, our algorithm is only two times slower than RAPID which is of complex programming.
We also see that if we take into account the RAPID pre-computation times, as is the case in the right graph, our method is more than one hundred fifty times faster than OBB-tree for our collision detection problem. On the Onyx we reach an acceleration factor of one hundred and ninety .
On the PC, our algorithm replies fifteen times faster than RAPID, even with no graphic specific hardware.