• Title/Summary/Keyword: Triangle Intersection Test

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Parallel Intersection Detection Algorithm using CUDA (CUDA 를 이용한 가상 객체들간의 병렬 충돌 검사 알고리즘)

  • Lee, Yeon-Hee;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.451-455
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    • 2008
  • In this paper, we present how we implement the low-level, triangle intersection routine in a massively parallel fashion using n VIDIA's new GPGPU language, CUDA. Triangle intersection often becomes a computational bottleneck in the collision detection problem. Due to the relatively low bandwidth between CPU and GPU, it has been challenging to implement efficient, object-space collision detection between triangle sets. However, thanks to the improved data transmission rates in CUDA architecture, in this paper, we improved the performance of triangle intersection substantially better than the optimized CPU counterpart.

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An efficient acceleration algorithm of GPU ray tracing using CUDA (CUDA를 이용한 효과적인 GPU 광선추적 가속 알고리즘)

  • Ji, Joong-Hyun;Yun, Dong-Ho;Ko, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.469-474
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    • 2009
  • This paper proposes an real time ray tracing system using optimized kd-tree traversal environment and ray/triangle intersection algorithm. The previous kd-tree traversal algorithms search for the upper nodes in a bottom-up manner. In a such way we need to revisit the already visited parent node or use redundant memory after failing to find the intersected primitives in the leaf node. Thus ray tracing for relatively complex scenes become more difficult. The new algorithm contains stacks implemented on GPU's local memory on CUDA framework, thus elegantly eliminate the problems of previous algorithms. After traversing the node we perform the latest CPU-based ray/triangle intersection algorithm 'Plucker coordinate test', which is further accelerated in massively parallel thanks to CUDA. Plucker test can drastically reduce the computational costs since it does not use barycentric coordinates but only simple test using the relations between a ray and the triangle edges. The entire system is consist of a single ray kernel simply and implemented without introduction of complicated synchronization or ray packets. Consequently our experiment shows the new algorithm can is roughly twice as faster as the previous.

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Fuzzy system and Improved APIT (FIAPIT) combined range-free localization method for WSN

  • Li, Xiaofeng;Chen, Liangfeng;Wang, Jianping;Chu, Zhong;Li, Qiyue;Sun, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2414-2434
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    • 2015
  • Among numerous localization schemes proposed specifically for Wireless Sensor Network (WSN), the range-free localization algorithms based on the received signal strength indication (RSSI) have attracted considerable research interest for their simplicity and low cost. As a typical range-free algorithm, Approximate Point In Triangulation test (APIT) suffers from significant estimation errors due to its theoretical defects and RSSI inaccuracy. To address these problems, a novel localization method called FIAPIT, which is a combination of an improved APIT (IAPIT) and a fuzzy logic system, is proposed. The proposed IAPIT addresses the theoretical defects of APIT in near (it's defined as a point adjacent to a sensor is closer to three vertexes of a triangle area where the sensor resides simultaneously) and far (the opposite case of the near case) cases partly. To compensate for negative effects of RSSI inaccuracy, a fuzzy system, whose logic inference is based on IAPIT, is applied. Finally, the sensor's coordinates are estimated as the weighted average of centers of gravity (COGs) of triangles' intersection areas. Each COG has a different weight inferred by FIAPIT. Numerical simulations were performed to compare four algorithms with varying system parameters. The results show that IAPIT corrects the defects of APIT when adjacent nodes are enough, and FIAPIT is better than others when RSSI is inaccuracy.

GPU-Based Parallel Collision Detection for Deformable Objects (변형 물체를 위한 GPU 기반 병렬 충돌 감지)

  • Sung, Nak-Jun;Kim, Min Sang;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.1
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    • pp.25-32
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    • 2018
  • Due to heavy computational cost, deformable object simulation requires more effective collision detection method than rigid body simulation. However, when the CPU-based collision detection algorithm is purely applied to the GPU environment, the collision detection algorithm and the data structure optimized for the GPU environment are essential because the performance of the GPU can not be used properly. Therefore, we propose a GPU-based parallel collision detection algorithm for mass-spring system which is widely used for deformable object representation in this paper. The proposed method uses a parallel algorithm and data structure to reduce collision detection cost through GPU-based curling algorithm using AABB-Octree structure. In this paper, we prove the effectiveness of the proposed method by comparing the intersection test of all triangle pairs in parallel. The results of experimental tests show that the proposed method improves the performance by about 24% on average. Therefore, it is expected that the proposed method can improve the performance of real-time simulation for deformable objects.