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Real-time collision culling of a million bodies on graphics processing units

Published:15 December 2010Publication History
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We cull collisions between very large numbers of moving bodies using graphics processing units (GPUs). To perform massively parallel sweep-and-prune (SaP), we mitigate the great density of intervals along the axis of sweep by using principal component analysis to choose the best sweep direction, together with spatial subdivisions to further reduce the number of false positive overlaps. Our algorithm implemented entirely on GPUs using the CUDA framework can handle a million moving objects at interactive rates. As application of our algorithm, we demonstrate the real-time simulation of very large numbers of particles and rigid-body dynamics.

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        cover image ACM Transactions on Graphics
        ACM Transactions on Graphics  Volume 29, Issue 6
        December 2010
        480 pages
        ISSN:0730-0301
        EISSN:1557-7368
        DOI:10.1145/1882261
        Issue’s Table of Contents

        Copyright © 2010 ACM

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        Publication History

        • Published: 15 December 2010
        Published in tog Volume 29, Issue 6

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