Resources


Min Tang, Young J. Kim and Dinesh Manocha. C2A: Controlled Conservative Advancement for
Continuous Collision Detection of Polygonal Models. 2009.


This article describes the difference in efficiency between collision detection algorithms that sample once based on a single polygon when compared to an object that is compared to another based on continuous sampling of multiple polygons. This paper presents a simple and fast algorithm for collision detection undergoing rigid motion at highly interactive levels. Efficient and realistic collision detection algorithms will prove to be useful in project as we will need to factor in collision with buildings, fire and other AI agents in order to realistic model human behavior.


Stephen. J. Guy,  Jatin Chhugani, Changkyu Kim, Nadathur Satish, Ming Lin, Dinesh Manocha, Pradeep Dubey. ClearPath: Highly Parallel Collision Avoidance for Multi-Agent Simulation. 2009.


This paper is built on a crowd simulation with a simple algorithm that bases the decision tree of the agents on the velocities and trajectories of other agents in order create an effective collision avoidance algorithm. This allows multiple agents to convene on a single area while avoiding each other, because just as in real life, no two agents can occupy the exact same space. This paper is highly concerned with the real-time collision detection of multiple agents and specific algorithms and strategies to accomplish that goal. There is a lot of talk about the specifics of their code and how it would be possible to execute this code even on a small machine and still run a very largely populated simulation.


James Hobart. Principles of Good GUI Design. October 1, 1995.


This was a great article in giving us insight to what approaches a good GUI designer takes when designing a new product. It has a lot of information on deciding what type of approach is best for your product and some key points to avoid when designing a new interface.  This article is also effective because it gives examples of systems and explains what is good and bad about each specific design approach. It also has about 20 good design principals which have and will be vital for the physical design of the interface. Much of this article helped in designing the initial screen shots including in this document.


Eirik Eng. Qt GUI Toolkit. November 1, 1996.


As much of the computational power of our system is in the open source software PRACSYS, our greatest task will be implementing a smart, comprehensive GUI that will work with the user, not against them. Our plan is to use the GUI Toolkit called QT. This article gives an in-depth history, setup and sample code for setting up GUI windows. This article is also very useful because it shows some small sample code from the basics to harder stuff. Articles like this have proved invaluable in deciding on which windowing toolkit we would like to use.