dc.contributor.author | Simon Pabst | en_US |
dc.contributor.author | Artur Koch | en_US |
dc.contributor.author | Wolfgang Strasser | en_US |
dc.date.accessioned | 2015-02-23T17:15:35Z | |
dc.date.available | 2015-02-23T17:15:35Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.uri | http://hdl.handle.net/10.2312/CGF.v29i5pp1605-1612 | en_US |
dc.identifier.uri | http://hdl.handle.net/10.2312/CGF.v29i5pp1605-1612 | |
dc.description.abstract | 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 nonpenetrating 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. | en_US |
dc.title | Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 29 | en_US |
dc.description.number | 5 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2010.01769.x | en_US |
dc.identifier.pages | 1605-1612 | en_US |