Anders;

I don't know if it is of any use to you, but I did implement a sphere-triangle 
mesh intersection algorithm in GLSL, to run on the GPU. 

It is in the FreeWRL code; freewill.sf.net; used for avatar/object collision in 
3D worlds. (see note 1)

It does indeed run fairly fast; I put some preliminary results up on a page: 
http://gpucomputes.blogspot.com (warning, more posts to come on that blog)

Doing cylinder/mesh collisions would take just a bit more time, but not much.

I'm not sure at the moment where the FreeWRL code is going, direction-wise; I'm 
just busy with my real work, and in making swarf in the workshop.

If you want to start up a discussion, feel free; if you want to take the code, 
feel free; if you want to ask GLSL implementation questions, feel free.

As someone who has worked producing open-source software, I'm well aware of the 
benefits and pitfalls… ;-)

(code direct link: 

http://freewrl.cvs.sourceforge.net/viewvc/freewrl/freewrl/freex3d/src/lib/scenegraph/CollisionGPU.c?revision=1.22&view=markup

function in C to run program: run_non_walk_collide_program();

at the end of that file, you'll find the GLSL program)



John Alexander Stewart.







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