Fast GPU-based Collision Detection
暂无分享,去创建一个
[1] Takahiro Harada,et al. Real-time collision culling of a million bodies on graphics processing units , 2010, ACM Trans. Graph..
[2] Andrew S. Grimshaw,et al. Revisiting sorting for GPGPU stream architectures , 2010, 2010 19th International Conference on Parallel Architectures and Compilation Techniques (PACT).
[3] Philipp Slusallek,et al. A parallel algorithm for construction of uniform grids , 2009, High Performance Graphics.
[4] Michael Garland,et al. Designing efficient sorting algorithms for manycore GPUs , 2009, 2009 IEEE International Symposium on Parallel & Distributed Processing.
[5] Dinesh Manocha,et al. Fast BVH Construction on GPUs , 2009, Comput. Graph. Forum.
[6] Samuel R. Buss,et al. Efficient Large-Scale Sweep and Prune Methods with AABB Insertion and Removal , 2009, 2009 IEEE Virtual Reality Conference.
[7] Rahul Sathe,et al. Rigid body collision detection on the GPU , 2006, SIGGRAPH '06.
[8] Peter Drake,et al. Data structures and algorithms in Java , 2005 .
[9] Carla Maria Dal Sasso Freitas,et al. Broad-phase collision detection using semi-adjusting BSP-trees , 2005, I3D '05.
[10] Dave H. Eberly. Game Physics , 2003 .
[11] Gino van den Bergen. Collision Detection in Interactive 3D Environments , 2003 .
[12] P. Gemperline,et al. Principal Component Analysis , 2009, Encyclopedia of Biometrics.
[13] Mark. Deloura,et al. Game Programming Gems , 2000 .
[14] Gino van den Bergen. A Fast and Robust GJK Implementation for Collision Detection of Convex Objects , 1999, J. Graphics, GPU, & Game Tools.
[15] Stephen Cameron,et al. Enhancing GJK: computing minimum and penetration distances between convex polyhedra , 1997, Proceedings of International Conference on Robotics and Automation.
[16] Dinesh Manocha,et al. OBBTree: a hierarchical structure for rapid interference detection , 1996, SIGGRAPH.
[17] Wenping Wang,et al. Quick collision detection of polytopes in virtual environments , 1996, VRST.
[18] Andrew R. Golding,et al. Combining Trigram-Based and Feature-Based Methods for Context-Sensitive Spelling Correction , 1996, ACL.
[19] Dinesh Manocha,et al. Incremental algorithms for collision detection between solid models , 1995, Symposium on Solid Modeling and Applications.
[20] Dinesh Manocha,et al. I-COLLIDE: an interactive and exact collision detection system for large-scale environments , 1995, I3D '95.
[21] Sean Quinlan,et al. Efficient distance computation between non-convex objects , 1994, Proceedings of the 1994 IEEE International Conference on Robotics and Automation.
[22] D. Dobkin,et al. Determining the Separation of Preprocessed Polyhedra - A Unified Approach , 1990, ICALP.
[23] S. Sathiya Keerthi,et al. A fast procedure for computing the distance between complex objects in three-dimensional space , 1988, IEEE J. Robotics Autom..
[24] Elmer Gilbert,et al. The application of distance functions to the optimization of robot motion in the presence of obstacles , 1984, The 23rd IEEE Conference on Decision and Control.
[25] Henry Fuchs,et al. Near real-time shaded display of rigid objects , 1983, SIGGRAPH.
[26] Henry Fuchs,et al. On visible surface generation by a priori tree structures , 1980, SIGGRAPH '80.
[27] Shubhabrata Sengupta,et al. Efficient Parallel Scan Algorithms for GPUs , 2011 .
[28] Tomas Akenine-Möller,et al. Real-time rendering, 3rd Edition , 2008 .
[29] Stan Melax,et al. Dynamic Plane Shifting BSP Traversal , 2000, Graphics Interface.
[30] Gino van den Bergen,et al. Collision detection in interactive 3D computer animation , 1999 .
[31] Brian Mirtich,et al. Efficient Algorithms for Two-Phase Collision Detection , 1997 .
[32] Dinesh Manocha,et al. Interactive and Exact Collision Detection for Large-Scaled Environments , 1997 .
[33] Brian Mirtich,et al. Impulse-based dynamic simulation of rigid body systems , 1996 .
[34] 鍾達良,et al. An efficient collision detection algorithm for polytopes in virtual environments , 1996 .
[35] Wenping Wang,et al. Quick elimination of non-interference polytopes in virtual environments , 1996 .
[36] Murray Hill. Constructing Good Partitioning Trees , 1996 .
[37] Ming C. Lin,et al. Efficient collision detection for animation and robotics , 1993 .
[38] Guy E. Blelloch,et al. Prefix sums and their applications , 1990 .