An WenShan, Wang Bin, Paul Jean-Claude, Sun JiaGuang
Particle systems are important building block for simulating vivid and detail-rich effects in virtual world. One of the most difficult aspects of particle systems has been detecting collisions between particlesand mesh surface. Due to the huge computation, a variety of proxy-based approaches have been proposed recently to perform visually correct simulation. However, all either limit […]
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Min Qi
The traditional method for detecting collisions in a 2D computer game uses a axis-aligned bounding box around each sprite, and checks to determine if the bounding boxes overlap periodically. Using this single bounding box method may result in a large amount of pixel intersection tests, since a sprite may be composed of areas where the […]
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Francois Lehericey, Valerie Gouranton, Bruno Arnaldi
We proposed [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 […]
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Mohammadhossein Afrasiabi
This thesis explores the possibility of utilizing Graphics Processing Units (GPUs) to address the computational demand of algorithms used to mitigate the inherent physical limitations in devices such as microscopes and 3D-scanners. We investigate the outcome and test our methodology for the following case studies: – the narrow field of view found in microscopes. – […]
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Francois Lehericey
Collision detection is a complex task that can be described simply: given a set of objects, we want to know which ones collide. In the literature, we can found numerous algorithms that depend on objects property, but we can’t find an overall solution that works on every objects. The internship focuses on a recent algorithm […]
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Cristobal A. Navarro, Nancy Hitschfeld
There is a stage in the GPU computing pipeline where a grid of thread-blocks is mapped to the problem domain. Normally, this grid is a k-dimensional bounding box that covers a k-dimensional problem no matter its shape. Threads that fall inside the problem domain perform computations, otherwise they are discarded at runtime. For problems with […]
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Min Tang, Dinesh Manocha, Rahul Narain, Ruofeng Tong, Chang Meng
We present a GPU-based streaming algorithm to perform high-resolution and accurate cloth simulation. We map all the components of cloth simulation pipeline, including time integration, collision detection, collision response, and velocity updating to GPU-based kernels and data structures. Our algorithm perform intra-object and inter-object collisions, handles contacts and friction, and is able to accurately simulate […]
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David Mainzer, Gabriel Zachmann
We present a novel Collision Detection Based on Fuzzy Clustering for Deformable Objects on GPU’s (CDFC) technique to perform collision queries between rigid and/or deformable models. Our method can handle arbitrary deformations and even discontinuous ones. With our approach, we subdivide the scene into connected but totally independent parts by fuzzy clustering, and therefore, the […]
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Rubens Carlos Silva Oliveira, Claudio Esperanca, Antonio Oliveira
In recent years, many approaches for real-time simulation of physical phenomena using particles have been proposed. Many of these use 3D grids for representing spatial distributions and employ a collision detection technique where particles must be sorted with respect to the cells they occupy. In this paper we propose several techniques that make it possible […]
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Rainer Erbes
In industrial manufacturing, like the automotive industry, digital mock-ups are used to design complex machinery with the help of computer systems. In this field, motion planning algorithms play an important role to ensure the (de-)composability of the digital prototypes. In the last decades, sampling-based motion planning algorithms have shown themselves to be practical in this […]
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Antti Valli
Modern GPUs are powerful parallel computing devices. In this report, a quick look at the GPU architecture and programming is provided. Collision detection algorithms are briefly surveyed to provide a good overall picture of the field before examining two GPU based collision detection methods in more detail. The fist method is a parallel implementation of […]
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Denizhan Gucer, Halil Bulent Ozguc
This paper presents an approach for modelling and simulation of a flowing snow avalanche, which is formed of dry and liquefied snow that slides down a slope, by using molecular dynamics and discrete element method. A particle system is utilized as a base method for the simulation and marching cubes with real-time shaders are employed […]
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