Concepedia

Abstract

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.

References

YearCitations

1994

15.3K

2008

780

1995

619

2008

485

2009

390

1996

381

1993

234

2007

210

2010

135

2009

118

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