Ray-Traced Collision Detection: Interpenetration Control and Multi-GPU Performance

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Date
2013
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We proposed in [LGA13] an iterative ray-traced collision detection algorithm (IRTCD) that exploits spatial and temporal coherency and proved to be computationally efficient but at the price of some geometrical approximations that allow more interpenetration than needed. In this paper, we present two methods to efficiently control and reduce the interpenetration without noticeable computation overhead. The first method predicts the next potentially colliding vertices. These predictions are used to make our IRTCD algorithm more robust to the above-mentioned approximations, therefore reducing the errors up to 91%. We also present a ray re-projection algorithm that improves the physical response of ray-traced collision detection algorithm. This algorithm also reduces, up to 52%, the interpenetration between objects in a virtual environment. Our last contribution shows that our algorithm, when implemented on multi-GPUs architectures, is far faster.
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@inproceedings{
10.2312:EGVE.JVRC13.033-040
, booktitle = {
Joint Virtual Reality Conference of EGVE - EuroVR
}, editor = {
Betty Mohler and Bruno Raffin and Hideo Saito and Oliver Staadt
}, title = {{
Ray-Traced Collision Detection: Interpenetration Control and Multi-GPU Performance
}}, author = {
Lehericey, Francois
 and
Gouranton, Valérie
 and
Arnaldi, Bruno
}, year = {
2013
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-530X
}, ISBN = {
978-3-905674-47-7
}, DOI = {
10.2312/EGVE.JVRC13.033-040
} }
Citation