Publication | Closed Access
Real-time collision culling of a million bodies on graphics processing units
60
Citations
22
References
2010
Year
Unknown Venue
EngineeringComputer Graphic TechniqueParticle MethodComputer-aided DesignComputational MechanicsReal-time Collision CullingGpu ComputingSystems EngineeringParallel ComputingPrincipal Component AnalysisComputational GeometryReal-time Computer GraphicCuda FrameworkGeometric ModelingComputer EngineeringComputer ScienceParallel Sweep-and-pruneGpu ClusterComputer VisionComputational ScienceGpu ArchitecturePhysically Based AnimationNatural SciencesParallel ProgrammingCollision Detection
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.
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