Practical parallel union-find algorithms for transitive closure and clustering
International Journal of Parallel Programming
Wait-free parallel algorithms for the union-find problem
STOC '91 Proceedings of the twenty-third annual ACM symposium on Theory of computing
Data structures and algorithms for disjoint set union problems
ACM Computing Surveys (CSUR)
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
Data Structures for Range Searching
ACM Computing Surveys (CSUR)
Collision Detection for Interactive Graphics Applications
IEEE Transactions on Visualization and Computer Graphics
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Organization and maintenance of large ordered indexes
Software pioneers
Broad-phase collision detection using semi-adjusting BSP-trees
Proceedings of the 2005 symposium on Interactive 3D graphics and games
C-store: a column-oriented DBMS
VLDB '05 Proceedings of the 31st international conference on Very large data bases
Enabling real-time physics simulation in future interactive entertainment
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Hierarchical Spatial Hashing for Real-time Collision Detection
SMI '07 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2007
Efficient Large-Scale Sweep and Prune Methods with AABB Insertion and Removal
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
The essence of the iterator pattern
Journal of Functional Programming
Accelerating the scalable city
Concurrency and Computation: Practice & Experience - Exploring the Frontiers of Computing Science and Technology: Adapting Emerging Multi-and Many-core Processors
Fast continuous collision detection using parallel filter in subspace
I3D '11 Symposium on Interactive 3D Graphics and Games
Interactive physical simulation on multicore architectures
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Hi-index | 0.00 |
Large virtual environments with many interactive objects pose high processing overhead for physics simulation and require real-time results. Most of these objects are not being interacted with at the same time, leaving many in physical equilibrium. Modern physics simulation software eliminates some work for the case of objects at rest, but these objects still pose overhead because of potential activation during processing, which can constitute the majority of running time for some environments. We present a physics software design that eliminates overhead associated with bodies at rest, reducing the remaining running time to be proportional to the number of objects being interacted with. Our design consists of specific broad phase collision detection, contact group generation, and object storage methods, as well as intermediate structures and interfacing methods within the physics pipeline. It can be combined with various narrow phase collision detection, constraint solving, and integration techniques, as well as methods of parallelism. We show that our system produces a running time independent of the number of objects at rest, and that our methods compare favorably with published methods and available physics software when simulating environments with many objects at rest. CR Categories: I.3.6 [Computer graphics]: Methodology and techniques—Graphics data structures and data types; I.3.7 [Computer graphics]: Three-dimensional graphics and realism—virtual reality. Copyright © 2011 John Wiley & Sons, Ltd.