ACM SIGGRAPH Asia 2010 Papers on - SIGGRAPH ASIA '10 2010
DOI: 10.1145/1866158.1866180
|View full text |Cite
|
Sign up to set email alerts
|

Real-time collision culling of a million bodies on graphics processing units

Abstract: Figure 1: GPU-based collision culling for massive bodies. N -body collision detection for 1M arbitrarily moving boxes (first image), realtime simulation of 0.3M particles of random size on GPUs (second and third images), real-time rigid-body dynamics for 16K torus models of varying sizes on GPUs (fourth and fifth images). In these challenging benchmarks, our algorithm can find all the colliding bodies at interactive rates. AbstractWe cull collisions between very large numbers of moving bodies using graphics pr… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
30
0

Year Published

2011
2011
2018
2018

Publication Types

Select...
5
2

Relationship

1
6

Authors

Journals

citations
Cited by 24 publications
(30 citation statements)
references
References 22 publications
0
30
0
Order By: Relevance
“…3 is a screenshot from a simulation of half-million rigid bodies on four GPUs. At the moment, the broad-phase collision detection is performed on the CPU, but we are going to integrate our GPU broad-phase collision detection to complete full rigid body simulation pipeline on the GPU [Liu et al 2010]. …”
Section: Resultsmentioning
confidence: 99%
“…3 is a screenshot from a simulation of half-million rigid bodies on four GPUs. At the moment, the broad-phase collision detection is performed on the CPU, but we are going to integrate our GPU broad-phase collision detection to complete full rigid body simulation pipeline on the GPU [Liu et al 2010]. …”
Section: Resultsmentioning
confidence: 99%
“…To handle large datasets, the GPU-accelerating algorithms have been proposed in the literature [BULLET 2011;Le Grand 2007;Liu et al 2010;Lo et al 2011]. Le Grand [2007] employed a uniform partition strategy to separate boxes into different cells and sorted the cells to filter out empty ones.…”
Section: Related Workmentioning
confidence: 99%
“…The boxes that cross a certain number of cells, which are considered large boxes, are directly matched with one another without mapping them into cells. Liu et al [2010] presented an algorithm that applies a coarse partition strategy, which divides the space into subdivisions and then employs the sweep-line technique to find box intersections for each subdivision. Lo et al [2011] proposed a 2-D rectangle intersection algorithm on GPUs for overcrowded situations, in which many intersecting box pairs are reported.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…In general, these approaches use a uniform grid whose cell size is object-independent [20], a uniform grid with an objectdependent cell size [15], a two-level hierarchical grid [7], or a general multilevel hierarchical grid [6]. Recently, several papers have focused on utilizing the GPU's parallelism to achieve high performance for CD by taking advantage of the features of spatial subdivision [12,15], and [7].…”
Section: Introductionmentioning
confidence: 99%