2010
DOI: 10.1145/1882261.1866180
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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

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Cited by 37 publications
(44 citation statements)
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References 25 publications
(19 reference statements)
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“…For the GPU comparison, we selected Bullet's GPU-based sweep and prune, for which we recorded the time spent checking for collisions between objects, while excluding the transfer of data between the CPU and GPU. It is an implementation of the design proposed by Liu et al [14]. The execution times of all these systems are tabulated in Table 4, and the acceleration factors of our system relative to the CPU and GPU are plotted in Fig.…”
Section: Resultsmentioning
confidence: 99%
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“…For the GPU comparison, we selected Bullet's GPU-based sweep and prune, for which we recorded the time spent checking for collisions between objects, while excluding the transfer of data between the CPU and GPU. It is an implementation of the design proposed by Liu et al [14]. The execution times of all these systems are tabulated in Table 4, and the acceleration factors of our system relative to the CPU and GPU are plotted in Fig.…”
Section: Resultsmentioning
confidence: 99%
“…As GPUs developed fully programmable cores, researchers moved to utilise these. Liu et al [14] outline a broad phase that represents objects as a collection of spheres processed using spatial partitioning, followed by full-sort sweep and prune along a single axis chosen to minimise the number of overlaps. The narrow phase is avoided using a penalty algorithm for rigid-body dynamics, although this can introduce substantial divergences from expected results.…”
Section: Collision Detectionmentioning
confidence: 99%
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“…However, these algorithms mainly focus on the detection between a small number of objects [8], and it is not suitable for fast collision detection that contains massive objects, especially massive particles [9].…”
Section: A Collision Detectionmentioning
confidence: 99%
“…The reason to use uniform grid is because it is simple and similar for each grid, hence, it is suitable for GPU implementation [9]. As shown in Fig.…”
Section: A Overviewmentioning
confidence: 99%