Juarez-Comboni, J. M. and Day, A. M. (2005) A Multi-Pass, Multi-Stage, Multi-GPU Collision Detection Algorithm. In: 15th International Conference on Computer Graphics and Applications, 2005-06-20 - 2005-06-24.
Full text not available from this repository. (Request a copy)Abstract
We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environment and based on two graphics processor units (GPUs); the first GPU is used as a normal graphics processor, and the second GPU is doubled as a ‘collision detection’ coprocessor. Our approach makes use of the stream parallel engine provided by modern GPUs together with their native architecture for handling vector operations; thus we aim to perform fast and reliable collision detection. Our initial work involves multi-threading and incorporates a cheap pre-processing stage for storing essential scene data in a format suitable for GPUs (i.e. as textures). It also involves multi-pass rendering in multiple stages. The first stage of collision detection is based on a simple boundary volume collision query. If the result is positive, a second stage is then executed, involving objects pair-wise computations on a per-vertex basis. The approach is being implemented on a single processor NVIDIA Single-Link Interface (SLI) [1] System with two NVIDIA GeForce 6600GT graphics cards.
Item Type: | Conference or Workshop Item (Paper) |
---|---|
Faculty \ School: | Faculty of Science > School of Computing Sciences |
UEA Research Groups: | Faculty of Science > Research Groups > Computer Graphics (former - to 2018) Faculty of Science > Research Groups > Interactive Graphics and Audio |
Depositing User: | Vishal Gautam |
Date Deposited: | 14 Jun 2011 11:46 |
Last Modified: | 16 Jun 2023 23:30 |
URI: | https://ueaeprints.uea.ac.uk/id/eprint/21767 |
DOI: |
Actions (login required)
View Item |