. "I" . . . "The interaction of objects is an integral part of every virtual scenes and simulation. Collision detection is very computationally intensive process. The article describes how the issue is solved in the proposed module developed for the needs of the transport simulator of Faculty of Transportation. The main emphasis is put on the simplification and optimization calculations. The basic idea is to create ordered pairs of objects. These pairs belong to one of the groups, depending on how large the distance between them is. Calculations of objects that are further apart and there is no direct contact that can be carried to a lesser extent, thus saving computing capacity. In this way it is possible to reduce the complexity of calculating the interaction of objects across virtual scene. This procedure finds application mainly in the case where the virtual scene contains a large number of moving objects. In the article there is a comparison of centralized versus decentralized management objects when calculating the interaction addresses for each object separately."@en . "2014-09-10+02:00"^^ . . "2444" . "RIV/68407700:21260/14:00226682!RIV15-MSM-21260___" . "3"^^ . "RIV/68407700:21260/14:00226682" . . "D\u011B\u010D\u00EDn" . . "An effective way to control the interaction of objects in virtual scene"@en . . "21260" . "An effective way to control the interaction of objects in virtual scene" . . "Jirkovsk\u00FD, V\u00E1clav" . "Driver-Car Interaction & Safety 2014 - Proceedings" . . . . "978-80-01-05663-9" . . . "The interaction of objects is an integral part of every virtual scenes and simulation. Collision detection is very computationally intensive process. The article describes how the issue is solved in the proposed module developed for the needs of the transport simulator of Faculty of Transportation. The main emphasis is put on the simplification and optimization calculations. The basic idea is to create ordered pairs of objects. These pairs belong to one of the groups, depending on how large the distance between them is. Calculations of objects that are further apart and there is no direct contact that can be carried to a lesser extent, thus saving computing capacity. In this way it is possible to reduce the complexity of calculating the interaction of objects across virtual scene. This procedure finds application mainly in the case where the virtual scene contains a large number of moving objects. In the article there is a comparison of centralized versus decentralized management objects when calculating the interaction addresses for each object separately." . "collision detection; vehicle simulator, optimization; Object Interaction Manager; virtual scene; ordered pairs of objects; critical distance"@en . . . "1"^^ . "Praha" . . "1"^^ . "An effective way to control the interaction of objects in virtual scene"@en . "http://www.k616.fd.cvut.cz" . "[4B67B7976F6B]" . . "Dopravn\u00ED fakulta \u010CVUT v Praze, \u00DAstav dopravn\u00EDch prost\u0159edk\u016F" . "An effective way to control the interaction of objects in virtual scene" . . .