Journal
COMPUTER GRAPHICS FORUM
Volume 29, Issue 5, Pages 1605-1612Publisher
WILEY-BLACKWELL
DOI: 10.1111/j.1467-8659.2010.01769.x
Keywords
computer animation; cloth simulation; physics based animation; collision detection
Categories
Funding
- DFG [STR465/21-1]
Ask authors/readers for more resources
We present a new hybrid CPU/GPU collision detection technique for rigid and deformable objects based on spatial subdivision. Our approach efficiently exploits the massive computational capabilities of modern CPUs and GPUs commonly found in off-the-shelf computer systems. The algorithm is specifically tailored to be highly scalable on both the CPU and the GPU sides. We can compute discrete and continuous external and self-collisions of non-penetrating rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds on a modern PC. Our approach is orders of magnitude faster than earlier CPU-based approaches and up to twice as fast as the most recent GPU-based techniques.
Authors
I am an author on this paper
Click your name to claim this paper and add it to your profile.
Reviews
Recommended
No Data Available