Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces
Simon Pabst, Artur Koch, Wolfgang Strass er
In Computer Graphics Forum, 29(5), 2010.
Abstract: We present a new hybrid CPU/GPU collision detection technique for rigid and deformable objects based on spatial subdivision. Our approach efficiently exploits the massive computational capabilities of modern CPUs and GPUs commonly found in off-the-shelf computer systems. The algorithm is specifically tailored to be highly scalable on both the CPU and the GPU sides. We can compute discrete and continuous external and self-collisions of non-penetrating rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds on a modern PC. Our approach is orders of magnitude faster than earlier CPU-based approaches and up to twice as fast as the most recent GPU-based techniques.
Keyword(s): computer animation, cloth simulation, physics based animation, collision detection
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2010.01769.x
BibTeX format:
@article{CGF:CGF1769,
  author = {Simon Pabst and Artur Koch and Wolfgang Strass er},
  title = {Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces},
  journal = {Computer Graphics Forum},
  volume = {29},
  number = {5},
  pages = {1605--1612},
  year = {2010},
}
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