A Broad Phase Collision Detection Algorithm Adapted to Multi-cores Architectures

Recent years have seen the impressive evolution of graphics hardware and processors architecture from single core to multi and many-core architectures. Confronted to this evolution, new trends in collision detection optimisation consist in proposing a solution that maps on the runtime architecture. We present, in this paper, two contributions in the field of collision detection in large-scale environments. We present a first way to parallelise, on a multi-core architecture, the initial step of the collision detection pipeline: the broad-phase. Then, we describe a new formalism of the collision detection pipeline that takes into account runtime architecture. The well-known broadphase algorithm used is the ”Sweep and Prune” and it has been adapted to a multi-threading use. To handle one or more thread per core, critical writing sections and threads idling must be minimised. Our model is able to work on a n-core architecture reducing computation time to detect collision between 3D objects in a large-scale environment.

[1]  Christer Ericson,et al.  Real-Time Collision Detection , 2004 .

[2]  Carme Torras,et al.  3D collision detection: a survey , 2001, Comput. Graph..

[3]  Jon Louis Bentley,et al.  Data Structures for Range Searching , 1979, CSUR.

[4]  Gino van den Bergen Efficient Collision Detection of Complex Deformable Models using AABB Trees , 1997, J. Graphics, GPU, & Game Tools.

[5]  George Baciu,et al.  Image-based collision detection for deformable cloth models , 2004, IEEE Transactions on Visualization and Computer Graphics.

[6]  Daniel Thalmann,et al.  An Adaptive Spatial Subdivision of the Object Space for Fast Collision Detection of Animated Rigid Bodies , 1995, Comput. Graph. Forum.

[7]  S. Sathiya Keerthi,et al.  A fast procedure for computing the distance between complex objects in three-dimensional space , 1988, IEEE J. Robotics Autom..

[8]  A. Reinefeld,et al.  Work-load balancing in highly parallel depth-first search , 1994, Proceedings of IEEE Scalable High Performance Computing Conference.

[9]  Bruno Arnaldi,et al.  New trends in collision detection performance , 2009 .

[10]  Dinesh Manocha,et al.  Multi-core collision detection between deformable models , 2009, Symposium on Solid and Physical Modeling.

[11]  François Faure,et al.  Interactive Physical Simulation on Multicore Architectures , 2009, EGPGV@Eurographics.

[12]  Per Stenström,et al.  A Case Study of Load Distribution in Parallel View Frustum Culling and Collision Detection , 2001, Euro-Par.

[13]  Gabriel Zachmann,et al.  Collision Detection for Deformable Objects , 2004, Comput. Graph. Forum.

[14]  Ming C. Lin,et al.  Collision Detection between Geometric Models: A Survey , 1998 .

[15]  Ming C. Lin,et al.  A fast algorithm for incremental distance calculation , 1991, Proceedings. 1991 IEEE International Conference on Robotics and Automation.

[16]  Ronald Fedkiw,et al.  Ieee Transactions on Visualization and Computer Graphics 1 Robust High-resolution Cloth Using Parallelism, History-based Collisions and Accurate Friction , 2022 .

[17]  Qunsheng Peng,et al.  A PARALLEL COLLISION DETECTION ALGORITHM BASED ON HYBRID BOUNDING VOLUME HIERARCHY , 2001 .

[18]  Philip M. Hubbard,et al.  Collision Detection for Interactive Graphics Applications , 1995, IEEE Trans. Vis. Comput. Graph..

[19]  Bernhard Thomaszewski,et al.  Physically based simulation of cloth on distributed memory architectures , 2007, Parallel Comput..

[20]  David Baraff,et al.  Dynamic Simulation of Non-penetrating Rigid Bodies , 1992 .

[21]  Kamran Iqbal,et al.  Collision detection: A survey , 2007, 2007 IEEE International Conference on Systems, Man and Cybernetics.

[22]  Yoshifumi Kitamura,et al.  A simple and efficient method for accurate collision detection among deformable polyhedral objects in arbitrary motion , 1995, Proceedings Virtual Reality Annual International Symposium '95.

[23]  M HubbardPhilip Collision Detection for Interactive Graphics Applications , 1995 .

[24]  George Vanekckek Back-face culling applied to collision detection of polyhedra , 1994, Comput. Animat. Virtual Worlds.

[25]  Yoshifumi Kitamura,et al.  Parallel algorithms for real-time colliding face detection , 1995, Proceedings 4th IEEE International Workshop on Robot and Human Communication.

[26]  Sung-Eui Yoon,et al.  PCCD: parallel continuous collision detection , 2009, SIGGRAPH '09.

[27]  Gabriel Zachmann,et al.  Optimizing the Collision Detection Pipeline , 2001 .

[28]  Dinesh Manocha,et al.  OBBTree: a hierarchical structure for rapid interference detection , 1996, SIGGRAPH.

[29]  Bernhard Thomaszewski,et al.  Parallel techniques for physically based simulation on multi-core processor architectures , 2008, Comput. Graph..

[30]  Dinesh Manocha,et al.  I-COLLIDE: an interactive and exact collision detection system for large-scale environments , 1995, I3D '95.

[31]  Berna L. Massingill,et al.  Multithreaded Collision Detection in Java , 2006, PDPTA.

[32]  R. Lario Rapid parallelization of a multilevel cloth simulator using OpenMP , 2001 .