Today it is common to use some kind of bounding volume to make the physical interaction between several objects in a virtual environment. Collision hulls are required to accurately represent a mesh. To get enough accuracy it is common to model the collision hull manually.
The aim of this project is to develop an algorithm that can take an input mesh and automatically generate a collision hull for the mesh. The collision hull must fit the input mesh as good as the user requires.
This report describes a fast method that automatically generates an accurate collision hull for a mesh. It also describes a structure to store the hull and make it quick and easy to use in a pipeline.
Source: Linköping University
Author: Backenhof, Albert