We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environment and based on two graphics processor units (GPUs); the first GPU is used as a normal graphics processor, and the second GPU is doubled as a ‘collision detection’ coprocessor. Our approach makes use of the stream parallel engine provided by modern GPUs together with their native architecture for handling vector operations; thus we aim to perform fast and reliable collision detection. Our initial work involves multi-threading and incorporates a cheap pre-processing stage for storing essential scene data in a format suitable for GPUs (i.e. as textures). It also involves multi-pass rendering in multiple stages. The first stage of collision detection is based on a simple boundary volume collision query. If the result is positive, a second stage is then executed, involving objects pair-wise computations on a per-vertex basis. The approach is being implemented on a single processor NVIDIA Single-Link Interface (SLI)  System with two NVIDIA GeForce 6600GT graphics cards.
|Published - 2005
|15th International Conference on Computer Graphics and Applications - Novosibirsk Akademgorodok, Russian Federation
Duration: 20 Jun 2005 → 24 Jun 2005
|15th International Conference on Computer Graphics and Applications
|20/06/05 → 24/06/05