Dynamic simulation of nonpenetrating rigid bodies
Dynamic simulation of nonpenetrating rigid bodies
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Incremental algorithms for collision detection between solid models
SMA '95 Proceedings of the third ACM symposium on Solid modeling and applications
Efficient collision detection for animation and robotics
Efficient collision detection for animation and robotics
Impulse-based dynamic simulation of rigid body systems
Impulse-based dynamic simulation of rigid body systems
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Velocity-Aligned Discrete Oriented Polytopes for Dynamic Collision Detection
IEEE Transactions on Visualization and Computer Graphics
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Efficient Large-Scale Sweep and Prune Methods with AABB Insertion and Removal
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
IEEE Transactions on Visualization and Computer Graphics
A parallel constraint solver for a rigid body simulation
SIGGRAPH Asia 2011 Sketches
Efficient Image-Based Proximity Queries with Object-Space Precision
Computer Graphics Forum
Data-Parallel Decompression of Triangle Mesh Topology
Computer Graphics Forum
Efficient collision detection for brittle fracture
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Efficient collision detection for brittle fracture
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Optimizing Pairwise Box Intersection Checking on GPUs for Large-Scale Simulations
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Ray-traced collision detection: interpenetration control and multi-GPU performance
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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We cull collisions between very large numbers of moving bodies using graphics processing units (GPUs). To perform massively parallel sweep-and-prune (SaP), we mitigate the great density of intervals along the axis of sweep by using principal component analysis to choose the best sweep direction, together with spatial subdivisions to further reduce the number of false positive overlaps. Our algorithm implemented entirely on GPUs using the CUDA framework can handle a million moving objects at interactive rates. As application of our algorithm, we demonstrate the real-time simulation of very large numbers of particles and rigid-body dynamics.