hehe. Glad I am being as clear as mud 
So the important thing when calculating penetration distances is that you only need to consider antipodal features (opposite). So the gauss representation summerizes the direction that is important to each feature.
The planar subdivision stuff comes in as the nitty gritty of actually working out which features are opposite at a reasonable speed. You need to consider one half of a sphere against the opposite half on the other (opposite features). To work with the gauss representations it helps to flatten them. So each hemisphere becomes a planar subdivision. The features on the semisphere of the guass representation become lines and vertices on a planar subdivision. No you just need to work out which features on one planar subdivision intact with the features on the other planar subdivision. Doing this quickly is not trivial. The naive approach is jsut go through every item on the planar subdivision and compare it to the other. Quite slow :-(. So there are all these algorithms for doing it quicker. have a look at the applet I posted for an overview of the sweep algorithm.
So all this fiddling around does is tell you which featers on the objects are opposite to save you computations for the penetration distances. It does not tell you the distances between the objects. From the above stuff you get a list of features that then need to have the distance calculated using the original real space representations. For a distance measure you have to decide what you parralell seperating planes to measure distance orthoganal to. This can be extracted from the gauss representation.
[quote]So with the Gaussian representation it’s easy to compute an OBB around any convex polyhedra ?
[/quote]
The guass representation will not help with OBB calculations becuase it does not contain any kind of distance measures. A really big box will have the same gauss representation as a really small box (that is alligned exactly)
The OBB stuff in general only helps you to find out if a collision occured very quickly but in JOODE you also need to know the details of the collision. Where it happened, the collision normal and the penetration depth. All the stuff I have described so far is part of the story in calculating these quantities QUICKLY.
Have a look at the paper I put up in my collision resources. It is the main paper I have been working from. It starts by going on about minisky sums.
(right I am on holiday at the moment so I can’t really talk too much … I am in an intenet cafe but I will be working on JOODE again very soon)
Tommo