gProximity: Hierarchical GPU-based Operations for Collision and Distance Queries
C. Lauterbach, Q. Mo, D. Manocha
In Computer Graphics Forum, 29(2), 2010.
Abstract: We present novel parallel algorithms for collision detection and separation distance computation for rigid and deformable models that exploit the computational capabilities of many-core GPUs. Our approach uses thread and data parallelism to perform fast hierarchy construction, updating, and traversal using tight-fitting bounding volumes such as oriented bounding boxes (OBB) and rectangular swept spheres (RSS). We also describe efficient algorithms to compute a linear bounding volume hierarchy (LBVH) and update them using refitting methods. Moreover, we show that tight-fitting bounding volume hierarchies offer improved performance on GPU-like throughput architectures. We use our algorithms to perform discrete and continuous collision detection including self-collisions, as well as separation distance computation between non-overlapping models. In practice, our approach (gProximity) can perform these queries in a few milliseconds on a PC with NVIDIA GTX 285 card on models composed of tens or hundreds of thousands of triangles used in cloth simulation, surgical simulation, virtual prototyping and N-body simulation. Moreover, we observe more than an order of magnitude performance improvement over prior GPU-based algorithms.
Keyword(s): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Geometric Algorithms, languages, and systems, I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Object hierarchies
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2009.01611.x
BibTeX format:
@article{CGF:CGF1611,
  author = {C. Lauterbach and Q. Mo and D. Manocha},
  title = {gProximity: Hierarchical GPU-based Operations for Collision and Distance Queries},
  journal = {Computer Graphics Forum},
  volume = {29},
  number = {2},
  pages = {419--428},
  year = {2010},
}
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