Object-Space Interference Detection on Programmable Graphics Hardware
Paper
The movie shows several panes:
top left -- rendering output; top right -- overlap count map (including MIP
levels 0-8); middle and bottom rows -- node pair index map (the red ramp is
level 0, containing index values 0-255, which are only read).
Detailed explanations.
Abstract
We present a novel method for checking the intersection of polygonal
models on current graphics accelerator boards (GPU). All SIMD
computations are performed on the GPU using vertex and fragment programs.
The result is either the list of intersecting polygons, or just its
length; the former can be read back to the CPU by a texture, while the
latter is fed back using the occlusion counter.
Our approach consists of two stages: simultaneous traversal of bounding
volume hierarchies in order to quickly determine potentially intersecting
sets of polygons, and the actual polygon intersection tests in object
space. Both stages are mapped on the graphics hardware using floating
point textures extensively.
Unlike previous methods, our method does all computations in object space
and does not make any requirements on connectivity or topology.
Keywords
GPU, collision detection, SIMD, simulation.
BibTeX entry
@INPROCEEDINGS{Zach03c
, author = "Alexander Gress and Gabriel Zachmann"
, title = "Object-Space Interference Detection on Programmable Graphics
Hardware"
, booktitle = "SIAM Conf. on Geometric Design and Computing"
, year = 2003
, address = "Seattle, Washington"
, month = nov # "13--17"
, publisher = "Nashboro Press"
, editor = "M. L. Lucian and M. Neamtu"
, isbn = "0-0-9728482-3-1"
, pages = "311--328"
}
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Gabriel Zachmann
Last modified:
Thu Apr 26 16:45:31 MDT 2007