A Multi-Pass, Multi-Stage, Multi-GPU Collision Detection Algorithm

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 View Item