Abstract
We cull collisions between very large numbers of moving bodies using graphics processing units (GPUs). To perform massively parallel sweep-and-prune (SaP), we mitigate the great density of intervals along the axis of sweep by using principal component analysis to choose the best sweep direction, together with spatial subdivisions to further reduce the number of false positive overlaps. Our algorithm implemented entirely on GPUs using the CUDA framework can handle a million moving objects at interactive rates. As application of our algorithm, we demonstrate the real-time simulation of very large numbers of particles and rigid-body dynamics.
Original language | English |
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Title of host publication | Proceedings of ACM SIGGRAPH Asia 2010, SIGGRAPH Asia 2010 |
Volume | 29 |
Edition | 6 |
DOIs | |
State | Published - 2010 |
Event | ACM SIGGRAPH Asia 2010, SIGGRAPH Asia 2010 - Seoul, Korea, Republic of Duration: 15 Dec 2010 → 18 Dec 2010 |
Conference
Conference | ACM SIGGRAPH Asia 2010, SIGGRAPH Asia 2010 |
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Country/Territory | Korea, Republic of |
City | Seoul |
Period | 15/12/10 → 18/12/10 |
Keywords
- collision detection
- dynamics simulation
- graphics hardware