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dc.contributor.authorLehericey, Francoisen_US
dc.contributor.authorGouranton, Valérieen_US
dc.contributor.authorArnaldi, Brunoen_US
dc.contributor.editorBetty Mohler and Bruno Raffin and Hideo Saito and Oliver Staadten_US
dc.date.accessioned2014-01-27T11:30:39Z
dc.date.available2014-01-27T11:30:39Z
dc.date.issued2013en_US
dc.identifier.isbn978-3-905674-47-7en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGVE.JVRC13.033-040en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectParallel processingen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectPhysically based modelingen_US
dc.titleRay-Traced Collision Detection: Interpenetration Control and Multi-GPU Performanceen_US
dc.description.seriesinformationJoint Virtual Reality Conference of EGVE - EuroVRen_US


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