gProximity: Hierarchical GPU-based Operations for Collision and Distance Queries

被引:89
作者
Lauterbach, C. [1 ]
Mo, Q. [1 ]
Manocha, D. [1 ]
机构
[1] Univ N Carolina, Chapel Hill, NC 27515 USA
基金
美国国家科学基金会;
关键词
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;
D O I
10.1111/j.1467-8659.2009.01611.x
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
收藏
页码:419 / 428
页数:10
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