{"id":12479,"date":"2014-07-12T23:49:50","date_gmt":"2014-07-12T20:49:50","guid":{"rendered":"http:\/\/hgpu.org\/?p=12479"},"modified":"2014-07-12T23:49:50","modified_gmt":"2014-07-12T20:49:50","slug":"collision-detection-broad-phase-adaptation-from-multi-core-to-multi-gpu-architecture","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=12479","title":{"rendered":"Collision Detection: Broad Phase Adaptation from Multi-Core to Multi-GPU Architecture"},"content":{"rendered":"<p>We have presented several contributions on the collision detection optimization centered on hardware performance. We focus on the first step (Broad-phase) and propose three new ways of parallelization of the well-known Sweep and Prune algorithm. We first developed a multi-core model takes into account the number of available cores. Multi-core architecture enables us to distribute geometric computations with use of multi-threading. Critical writing section and threads idling have been minimized by introducing new data structures for each thread. Programming with directives, like OpenMP, appears to be a good compromise for code portability. We then proposed a new GPU-based algorithm also based on the &quot;Sweep and Prune&quot; that has been adapted to multi-GPU architectures. Our technique is based on a spatial subdivision method used to distribute computations among GPUs. Results show that significant speed-up can be obtained by passing from 1 to 4 GPUs in a large-scale environment.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We have presented several contributions on the collision detection optimization centered on hardware performance. We focus on the first step (Broad-phase) and propose three new ways of parallelization of the well-known Sweep and Prune algorithm. We first developed a multi-core model takes into account the number of available cores. Multi-core architecture enables us to distribute [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[11,89,3],"tags":[137,1782,14,20,823],"class_list":["post-12479","post","type-post","status-publish","format-standard","hentry","category-computer-science","category-nvidia-cuda","category-paper","tag-collision-detection","tag-computer-science","tag-cuda","tag-nvidia","tag-nvidia-quadro-fx-4600"],"views":2090,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/12479","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=12479"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/12479\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=12479"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=12479"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=12479"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}