This paper presents an efficient self-collision detection algorithm for deformable body simulation using programmable graphics processing units (GPUs). The proposed approach stores a triangular mesh representation of a deformable model as ID textures and rapidly detects self-collisions between all pairs of triangular primitives using the programmable SIMD capability of GPUs . Since pre-computed spatial structure such as bounding volume hierarchy is not used in our algorithm, our algorithm does not require expensive runtime updates to such complex structure as the underlying model deforms. Moreover, in order to overcome a potential bottleneck between CPU and GPU, we propose a hierarchical encoding/decoding scheme using multiple off-screen buffers and multi-pass rendering techniques, which reads only a region of interests in the resulting off-screen buffer.
|Number of pages||10|
|Journal||Lecture Notes in Computer Science|
|State||Published - 2005|
|Event||Third Asian Simulation Conference, Asiasim 2004 - Jeju Island, Korea, Republic of|
Duration: 4 Oct 2004 → 6 Oct 2004