GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Standard

GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics. / Damkjær, Jesper; Erleben, Kenny.

VRIPHYS 09: 6th Workshop on Virtual Reality Interactions and Physical Simulations. 2009. p. 115-124.

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Harvard

Damkjær, J & Erleben, K 2009, GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics. in VRIPHYS 09: 6th Workshop on Virtual Reality Interactions and Physical Simulations. pp. 115-124, Virtual Reality Interaction and Physical Simulation (VRIPHYS), Karlsruhe, Germany, 05/11/2009. https://doi.org/10.2312/PE/vriphys/vriphys09/115-124

APA

Damkjær, J., & Erleben, K. (2009). GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics. In VRIPHYS 09: 6th Workshop on Virtual Reality Interactions and Physical Simulations (pp. 115-124) https://doi.org/10.2312/PE/vriphys/vriphys09/115-124

Vancouver

Damkjær J, Erleben K. GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics. In VRIPHYS 09: 6th Workshop on Virtual Reality Interactions and Physical Simulations. 2009. p. 115-124 https://doi.org/10.2312/PE/vriphys/vriphys09/115-124

Author

Damkjær, Jesper ; Erleben, Kenny. / GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics. VRIPHYS 09: 6th Workshop on Virtual Reality Interactions and Physical Simulations. 2009. pp. 115-124

Bibtex

@inproceedings{6d343750cf7711dea1f3000ea68e967b,
title = "GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics",
abstract = "The performance bottleneck of physics based animation is often the collision detection. It is well known by practitionersthat the collision detection may consume more than half of the simulation time. In this work, we willintroduce a novel approach for collision detection using bounding volume hierarchies. Our approach makes itpossible to perform non-convex object versus non-convex object collision on the GPU, using tandem traversalsof bounding volume hierarchies. Prior work only supports single traversals on GPUs. We introduce a blockedhierarchy data structure, using imaginary nodes and a simultaneous descend in the tandem traversal. The datastructure design and traversal are highly specialized for exploiting the parallel threads in the NVIDIA GPUs.As proof-of-concept we demonstrate a GPU implementation for a multibody dynamics simulation, showing anapproximate speedup factor of up to 8 compared to a CPU implementation.",
author = "Jesper Damkj{\ae}r and Kenny Erleben",
year = "2009",
doi = "10.2312/PE/vriphys/vriphys09/115-124",
language = "English",
isbn = "978-3-905673-73-9",
pages = "115--124",
booktitle = "VRIPHYS 09",
note = "null ; Conference date: 05-11-2009 Through 06-11-2009",

}

RIS

TY - GEN

T1 - GPU accelerated tandem traversal of blocked bounding volume hierarchy collision detection for multibody dynamics

AU - Damkjær, Jesper

AU - Erleben, Kenny

N1 - Conference code: 6

PY - 2009

Y1 - 2009

N2 - The performance bottleneck of physics based animation is often the collision detection. It is well known by practitionersthat the collision detection may consume more than half of the simulation time. In this work, we willintroduce a novel approach for collision detection using bounding volume hierarchies. Our approach makes itpossible to perform non-convex object versus non-convex object collision on the GPU, using tandem traversalsof bounding volume hierarchies. Prior work only supports single traversals on GPUs. We introduce a blockedhierarchy data structure, using imaginary nodes and a simultaneous descend in the tandem traversal. The datastructure design and traversal are highly specialized for exploiting the parallel threads in the NVIDIA GPUs.As proof-of-concept we demonstrate a GPU implementation for a multibody dynamics simulation, showing anapproximate speedup factor of up to 8 compared to a CPU implementation.

AB - The performance bottleneck of physics based animation is often the collision detection. It is well known by practitionersthat the collision detection may consume more than half of the simulation time. In this work, we willintroduce a novel approach for collision detection using bounding volume hierarchies. Our approach makes itpossible to perform non-convex object versus non-convex object collision on the GPU, using tandem traversalsof bounding volume hierarchies. Prior work only supports single traversals on GPUs. We introduce a blockedhierarchy data structure, using imaginary nodes and a simultaneous descend in the tandem traversal. The datastructure design and traversal are highly specialized for exploiting the parallel threads in the NVIDIA GPUs.As proof-of-concept we demonstrate a GPU implementation for a multibody dynamics simulation, showing anapproximate speedup factor of up to 8 compared to a CPU implementation.

U2 - 10.2312/PE/vriphys/vriphys09/115-124

DO - 10.2312/PE/vriphys/vriphys09/115-124

M3 - Article in proceedings

SN - 978-3-905673-73-9

SP - 115

EP - 124

BT - VRIPHYS 09

Y2 - 5 November 2009 through 6 November 2009

ER -

ID: 15763306