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dc.contributor.authorKim, Duksuen_US
dc.contributor.authorHeo, Jae-Pilen_US
dc.contributor.authorHuh, Jaehyuken_US
dc.contributor.authorKim, Johnen_US
dc.contributor.authorYoon, Sung-euien_US
dc.date.accessioned2015-02-23T16:07:53Z
dc.date.available2015-02-23T16:07:53Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01556.xen_US
dc.description.abstractWe present a novel, hybrid parallel continuous collision detection (HPCCD) method that exploits the availability of multi-core CPU and GPU architectures. HPCCD is based on a bounding volume hierarchy (BVH) and selectively performs lazy reconstructions. Our method works with a wide variety of deforming models and supports self-collision detection. HPCCD takes advantage of hybrid multi-core architectures - using the general-purpose CPUs to perform the BVH traversal and culling while GPUs are used to perform elementary tests that reduce to solving cubic equations. We propose a novel task decomposition method that leads to a lock-free parallel algorithm in the main loop of our BVH-based collision detection to create a highly scalable algorithm. By exploiting the availability of hybrid, multi-core CPU and GPU architectures, our proposed method achieves more than an order of magnitude improvement in performance using four CPU-cores and two GPUs, compared to using a single CPU-core. This improvement results in an interactive performance, up to 148 fps, for various deforming benchmarks consisting of tens or hundreds of thousand triangles.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleHPCCD: Hybrid Parallel Continuous Collision Detection using CPUs and GPUsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01556.xen_US
dc.identifier.pages1791-1800en_US


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  • 28-Issue 7
    Pacific Graphics 2009 - Special Issue

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