   Inventing an Algorithm - Writing a Paper
  I don't think this goes against any HW rules, but let me know if it does...During my game programming I think I've come up with a new collision detection culling algorithm. I want to try and write a paper on it as an independant project for school, however before I can get it approved I'd need to show some background research to prove its a new idea.This is where I need help. Does anyone know where I should go to find definitive resources on the current state of the art? The articles here on gamedev have certainly been useful in the past, but are by no means formal enough for an academic paper. I've heard of the SIGGRAPH journal, and I guess I'll be searching through that, but what are some others I should check into? And how about contacting current researchers directly, how can I find who is currently working on similar techniques?p.s. I my algorithm is for collision detection culling, but I think the general graphics + theory board is more appropriate than math+phys since the focus of the question is about the research and academic aspects   
  Use the Network. People who have been working in the same field (or similar fields) for years usually know each other. If you don't find the right person on the first try, he or she will hopefully point you in the right direction. If you are serious and polite, you should receive answers from the people you contact.   ;  Try the ACM Digital Library, it's pretty good for that stuff. www.acm.org, go to "digital library". Search for papers on collision detection culling.   ;  Definitely go through the SIGGRAPH stuff. It's basically the seminal graphics conference, so most of the best stuff ends up there. There are tons of other graphics conferences as well that might have it. But, ACM and IEEE will likely have enough that you can start a search from. Once you get a few good articles, you can get others based on their references list.   ;  One of the quickest things you could do to search for related papers is to use Google Scholar to search for the appropriate keywords in your paper. Then if you find any current papers in your area, see what other work the authors have been up to, and you can also look for relevant papers that they cite.Plus as ToohrVyk stated, if you can find someone who is currently in the area you can ask them nicely for a copy of relevant citations. Most academics will have a bibliography of relevant papers which could save you some research.   ;  Thanks for the tips.Right now I'm trying the networking route. bouncing from one proffesor to the next to narrow down their topics till they look like mine.On that note, does anyone know David Eberly, or how to contact him? I was only given his name, no contact info, but google search seems to reveal that he's written a number of books on the subject of algorithms for games. Best contact I've found for him is via email to the now defunct 'magic-software' company, dunno if thats still valid.Anyone here seriously interested in hearing about my new algorithm?(and can tell me if its not really new)BTW Is it a good idea to post details on it in a public forum before I've gotten to writing the paper? I havent though too much about the 'serious' issues of copyright or publishing or whatnot.   ;  The problem with the ACM library is you need a subscription. If you're on a uni/school computer you may be able to read the publications, however if not try http://citeseer.ist.psu.edu/cis?q=collision+detection&submit=Search+Documents&cs=1;Quote:Original post by haphazardlynamedOn that note, does anyone know David Eberly, or how to contact him? I was only given his name, no contact info, but google search seems to reveal that he's written a number of books on the subject of algorithms for games. Best contact I've found for him is via email to the now defunct 'magic-software' company, dunno if thats still valid.You could try PMing him, although I'm not sure if he checks them.  You could also try to contact him through his new site, www.geometrictools.com.Quote:Original post by haphazardlynamedAnyone here seriously interested in hearing about my new algorithm?(and can tell me if its not really new)BTW Is it a good idea to post details on it in a public forum before I've gotten to writing the paper? I havent though too much about the 'serious' issues of copyright or publishing or whatnot.I would like to hear your algorithm but I also don't know the legal issues behind it, so I suggest getting that squared away first.   ;  Dave used to visit these forums occasionally, but I don't think he does anymore. Also, for in-depth and/or bleeding-edge coldet stuff you might visit the bullet continuous physics site. I don't know what the activity level is there these days, but four or five of the leading names in collision detection and coldet research have posted there on occasion; the forum archives have a lot of info in them.A lot of the discussion there, and a lot of Dave's materials as well, deal with the narrow-phase, so there may not be as much broad-phase info.   