Pub Date : 1900-01-01DOI: 10.2312/PE/vriphys/vriphys11/119-128
Joachim Georgii, C. Dresky, Sebastian Meier, D. Demedts, Christian Schumann, Tobias Preußer
Over the past years, high intensity focused ultrasound therapy has beco me a promising therapeutic alternative for non-invasive tumor treatment. The basic idea of this interventional approa ch is to apply focused ultrasound waves to the tumor tissue such that the cells are heated and hence destroyed. Sinc e it is quite difficult to assess the quality of this non-invasive therapy, there is a dire need for computer support in planning, conduction, and monitoring of such treatments. In this work, we propose efficient simulation techniques for focused ultras ound waves as well as their heat dissemination using current graphics hardware as a numerical co-proc essor. We achieve speed-ups between 10 and 700 for the single simulation steps compared to an optimized CPU solution, over all resulting in a significant performance gain over previous approaches for simulation of focused u ltrasound.
{"title":"Focused Ultrasound - Efficient GPU Simulation Methods for Therapy Planning","authors":"Joachim Georgii, C. Dresky, Sebastian Meier, D. Demedts, Christian Schumann, Tobias Preußer","doi":"10.2312/PE/vriphys/vriphys11/119-128","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys11/119-128","url":null,"abstract":"Over the past years, high intensity focused ultrasound therapy has beco me a promising therapeutic alternative for non-invasive tumor treatment. The basic idea of this interventional approa ch is to apply focused ultrasound waves to the tumor tissue such that the cells are heated and hence destroyed. Sinc e it is quite difficult to assess the quality of this non-invasive therapy, there is a dire need for computer support in planning, conduction, and monitoring of such treatments. In this work, we propose efficient simulation techniques for focused ultras ound waves as well as their heat dissemination using current graphics hardware as a numerical co-proc essor. We achieve speed-ups between 10 and 700 for the single simulation steps compared to an optimized CPU solution, over all resulting in a significant performance gain over previous approaches for simulation of focused u ltrasound.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129843714","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/vriphys.20181065
Jing Li, Tiantian Liu, L. Kavan
Damping is an important ingredient in physics-based simulation of deformable objects. Recent work introduced new fast simulation methods such as Position Based Dynamics and Projective Dynamics. Explicit velocity damping methods currently used in conjunction with Position Based Dynamics or Projective Dynamics are simple and fast, but have some limitations. They may damp global motion or non-physically transport velocities throughout the simulated object. More advanced damping models do not have these limitations, but are slow to evaluate, defeating the benefits of fast solvers such as Projective Dynamics. We present a new type of damping model specifically designed for Projective Dynamics, which provides the quality of advanced damping models while adding only minimal computing overhead. The key idea is to define damping forces using Projective Dynamics’ Laplacian matrix. In a number of simulation examples we show that this damping model works very well in practice. When used with a modified Projective Dynamics solver that uses a non-dissipative implicit midpoint integrator, our damping method provides fully user-controllable damping, allowing the user to quickly produce visually pleasing and vivid animations. CCS Concepts • Computing methodologies → Physical simulation;
{"title":"Laplacian Damping for Projective Dynamics","authors":"Jing Li, Tiantian Liu, L. Kavan","doi":"10.2312/vriphys.20181065","DOIUrl":"https://doi.org/10.2312/vriphys.20181065","url":null,"abstract":"Damping is an important ingredient in physics-based simulation of deformable objects. Recent work introduced new fast simulation methods such as Position Based Dynamics and Projective Dynamics. Explicit velocity damping methods currently used in conjunction with Position Based Dynamics or Projective Dynamics are simple and fast, but have some limitations. They may damp global motion or non-physically transport velocities throughout the simulated object. More advanced damping models do not have these limitations, but are slow to evaluate, defeating the benefits of fast solvers such as Projective Dynamics. We present a new type of damping model specifically designed for Projective Dynamics, which provides the quality of advanced damping models while adding only minimal computing overhead. The key idea is to define damping forces using Projective Dynamics’ Laplacian matrix. In a number of simulation examples we show that this damping model works very well in practice. When used with a modified Projective Dynamics solver that uses a non-dissipative implicit midpoint integrator, our damping method provides fully user-controllable damping, allowing the user to quickly produce visually pleasing and vivid animations. CCS Concepts • Computing methodologies → Physical simulation;","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"165 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121480856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/vriphys.20141223
D. Weber, J. Mueller-Roemer, C. Altenhofen, A. Stork, D. Fellner
We present a novel p-multigrid method for efficient simulation of co-rotational elasticity with higher-order finite elements. In contrast to other multigrid methods proposed for volumetric deformation, the resolution hierarchy is realized by varying polynomial degrees on a tetrahedral mesh. We demonstrate the efficiency of our approach and compare it to commonly used direct sparse solvers and preconditioned conjugate gradient methods. As the polynomial representation is defined w.r.t. the same mesh, the update of the matrix hierarchy necessary for co-rotational elasticity can be computed efficiently. We introduce the use of cubic finite elements for volumetric deformation and investigate different combinations of polynomial degrees for the hierarchy. We analyze the applicability of cubic finite elements for deformation simulation by comparing analytical results in a static scenario and demonstrate our algorithm in dynamic simulations with quadratic and cubic elements. Applying our method to quadratic and cubic finite elements results in speed up of up to a factor of 7 for solving the linear system.
{"title":"A p-Multigrid Algorithm using Cubic Finite Elements for Efficient Deformation Simulation","authors":"D. Weber, J. Mueller-Roemer, C. Altenhofen, A. Stork, D. Fellner","doi":"10.2312/vriphys.20141223","DOIUrl":"https://doi.org/10.2312/vriphys.20141223","url":null,"abstract":"We present a novel p-multigrid method for efficient simulation of co-rotational elasticity with higher-order finite elements. In contrast to other multigrid methods proposed for volumetric deformation, the resolution hierarchy is realized by varying polynomial degrees on a tetrahedral mesh. We demonstrate the efficiency of our approach and compare it to commonly used direct sparse solvers and preconditioned conjugate gradient methods. As the polynomial representation is defined w.r.t. the same mesh, the update of the matrix hierarchy necessary for co-rotational elasticity can be computed efficiently. We introduce the use of cubic finite elements for volumetric deformation and investigate different combinations of polynomial degrees for the hierarchy. We analyze the applicability of cubic finite elements for deformation simulation by comparing analytical results in a static scenario and demonstrate our algorithm in dynamic simulations with quadratic and cubic elements. Applying our method to quadratic and cubic finite elements results in speed up of up to a factor of 7 for solving the linear system.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125607669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/PE/vriphys/vriphys09/105-114
Morten Silcowitz-Hansen, Sarah Niebe, Kenny Erleben
EUROGRAPHICS D L IGITAL IBRARY www.eg.org diglib.eg.org Abstract In interactive physical simulation, contact forces are applied to prevent rigid bodies from penetrating each other. Accurate contact force determination is a computationally hard problem. Thus, in practice one trades accuracy for performance. The result is visual artifacts such as viscous or damped contact response. In this paper, we present a new approach to contact force determination. We reformulate the contact force problem as a nonlinear root search problem, using a Fischer function. We solve this problem using a generalized Newton method. Our new Fischer– Newton method shows improved qualities for specific configurations where the most widespread alternative, the Projected Gauss-Seidel method, fails. Experiments show superior convergence properties of the exact Fischer– Newton method.
{"title":"Nonsmooth Newton Method for Fischer Function Reformulation of Contact Force Problems for Interactive Rigid Body Simulation","authors":"Morten Silcowitz-Hansen, Sarah Niebe, Kenny Erleben","doi":"10.2312/PE/vriphys/vriphys09/105-114","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys09/105-114","url":null,"abstract":"EUROGRAPHICS D L IGITAL IBRARY www.eg.org diglib.eg.org Abstract In interactive physical simulation, contact forces are applied to prevent rigid bodies from penetrating each other. Accurate contact force determination is a computationally hard problem. Thus, in practice one trades accuracy for performance. The result is visual artifacts such as viscous or damped contact response. In this paper, we present a new approach to contact force determination. We reformulate the contact force problem as a nonlinear root search problem, using a Fischer function. We solve this problem using a generalized Newton method. Our new Fischer– Newton method shows improved qualities for specific configurations where the most widespread alternative, the Projected Gauss-Seidel method, fails. Experiments show superior convergence properties of the exact Fischer– Newton method.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131178785","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/PE/vriphys/vriphys06/091-100
Marco Agus, E. Gobbetti, G. Pintore, G. Zanetti, Antonio Zorcolo
We present a real‐time simulation of the phaco-emulsification task in a virtualreality training system for cataract surgery. Phaco‐emulsification consists in breaking in small fragments an d completely removing the eye crystalline lens by employing an ultra‐sound tool called phaco‐emulsificator. Our ap proach employs a mesh-less shape‐ based dynamic algorithm integrated with a simplex geometry representation in order to efficiently handle the rendering process and the continuous modifications involved by the surg ical tool interaction, and with a smoothed particle hydrodynamics scheme with spatial ordering for handling fragmen ts interactions. The complete training system also simulates other tasks involved in cataract surgery, like the cor neal incision and the capsulorhexis. The simulator runs on a multiprocessing PC platform and provides realistic ph ysically-based visual simulations of tools interactions. The current setup employs SensAble PHANToM for s imulating the interaction devices, and a binocular display for presenting images to the user.
{"title":"Real Time Simulation of Phaco-emulsification for Cataract Surgery Training","authors":"Marco Agus, E. Gobbetti, G. Pintore, G. Zanetti, Antonio Zorcolo","doi":"10.2312/PE/vriphys/vriphys06/091-100","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/091-100","url":null,"abstract":"We present a real‐time simulation of the phaco-emulsification task in a virtualreality training system for cataract surgery. Phaco‐emulsification consists in breaking in small fragments an d completely removing the eye crystalline lens by employing an ultra‐sound tool called phaco‐emulsificator. Our ap proach employs a mesh-less shape‐ based dynamic algorithm integrated with a simplex geometry representation in order to efficiently handle the rendering process and the continuous modifications involved by the surg ical tool interaction, and with a smoothed particle hydrodynamics scheme with spatial ordering for handling fragmen ts interactions. The complete training system also simulates other tasks involved in cataract surgery, like the cor neal incision and the capsulorhexis. The simulator runs on a multiprocessing PC platform and provides realistic ph ysically-based visual simulations of tools interactions. The current setup employs SensAble PHANToM for s imulating the interaction devices, and a binocular display for presenting images to the user.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131550967","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/PE/vriphys/vriphys12/021-030
Jan Bender, Crispin Deul
In this paper we present an efficient adaptive cloth simulation based on the √ 3-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are required by other methods. Previous works on adaptive cloth simulation often use discrete cloth models like mass-spring systems in combination with a specific subdivision scheme. The problem of such models is that the simulation does not converge to the correct solution as the mesh is refined. We propose to use a cloth model which is based on continuum mechanics since continuous models do not have this problem. In order to perform an efficient simulation we use a linear elasticity model in combination with a corotational formulation. The √ 3-subdivision scheme has the advantage that it generates high quality meshes while the number of triangles increases only by a factor of 3 in each refinement step. However, the original scheme only defines a mesh refinement. Therefore, we introduce an extension to support the coarsening of our simulation model as well. Our proposed mesh adaption can be performed efficiently and therefore does not cause much overhead. In this paper we will show that a significant performance gain can be achieved by our adaptive method.
{"title":"Efficient Cloth Simulation Using an Adaptive Finite Element Method","authors":"Jan Bender, Crispin Deul","doi":"10.2312/PE/vriphys/vriphys12/021-030","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys12/021-030","url":null,"abstract":"In this paper we present an efficient adaptive cloth simulation based on the √ 3-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are required by other methods. Previous works on adaptive cloth simulation often use discrete cloth models like mass-spring systems in combination with a specific subdivision scheme. The problem of such models is that the simulation does not converge to the correct solution as the mesh is refined. We propose to use a cloth model which is based on continuum mechanics since continuous models do not have this problem. In order to perform an efficient simulation we use a linear elasticity model in combination with a corotational formulation. The √ 3-subdivision scheme has the advantage that it generates high quality meshes while the number of triangles increases only by a factor of 3 in each refinement step. However, the original scheme only defines a mesh refinement. Therefore, we introduce an extension to support the coarsening of our simulation model as well. Our proposed mesh adaption can be performed efficiently and therefore does not cause much overhead. In this paper we will show that a significant performance gain can be achieved by our adaptive method.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133033977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/PE/vriphys/vriphys06/101-108
M. Castañeda, Felipe Altamirano del Monte, F. A. Cosío
In this work is presented the current state of the development of a virtual resectocope interface for a surgery simulation system for training Transurethral Resection of the Prostate (TURP). The interface consists of two parts, the (cid:2)rst part is a mechatronics device that emulates a real resectosope and allows to perform the most important movements of the surgical tool during a TURP. The second part is a software interface that consist on a collision detection mechanism that allows to calculate in real-time the interactions between the mechatronic device and the deformable tissue model of the prostate, in order to simulate tissue resection and deformation. The current prototype has (cid:2)ve degrees of freedom, which are enough to have a realistic simulation of the surgery movements. The results show that the interface is suitable for a real-time surgery simulation training system of the prostate without force feedback.
{"title":"Virtual Resectoscope Interface for a Surgery Simulation Training System of the Prostate","authors":"M. Castañeda, Felipe Altamirano del Monte, F. A. Cosío","doi":"10.2312/PE/vriphys/vriphys06/101-108","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/101-108","url":null,"abstract":"In this work is presented the current state of the development of a virtual resectocope interface for a surgery simulation system for training Transurethral Resection of the Prostate (TURP). The interface consists of two parts, the (cid:2)rst part is a mechatronics device that emulates a real resectosope and allows to perform the most important movements of the surgical tool during a TURP. The second part is a software interface that consist on a collision detection mechanism that allows to calculate in real-time the interactions between the mechatronic device and the deformable tissue model of the prostate, in order to simulate tissue resection and deformation. The current prototype has (cid:2)ve degrees of freedom, which are enough to have a realistic simulation of the surgery movements. The results show that the interface is suitable for a real-time surgery simulation training system of the prostate without force feedback.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125688690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/PE/vriphys/vriphys06/119-120
Marcos García, J. M. Espadero, Angel Rodríguez
One of the most significant elements when dealing with particle based object modeling in virtual reality applications is the integrator used to compute the state of the particles, because it grants the deformation stability of the scene objects. This paper presents a study of the response achieved by a set of integrators applied to a multiresolution mass-spring model used in a virtual reality environment. The dynamic of the animation engine has been adapted to each one of the tested integrators, comparing the different responses obtained in each case taking into account the efficiency and the stability of the object dynamics.
{"title":"Explicit Integrators Analysis for a Simulation Engine","authors":"Marcos García, J. M. Espadero, Angel Rodríguez","doi":"10.2312/PE/vriphys/vriphys06/119-120","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys06/119-120","url":null,"abstract":"One of the most significant elements when dealing with particle based object modeling in virtual reality applications is the integrator used to compute the state of the particles, because it grants the deformation stability of the scene objects. This paper presents a study of the response achieved by a set of integrators applied to a multiresolution mass-spring model used in a virtual reality environment. The dynamic of the animation engine has been adapted to each one of the tested integrators, comparing the different responses obtained in each case taking into account the efficiency and the stability of the object dynamics.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133676196","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/vriphys.20151329
Christos A. Ouzounis, Christos Mousas, C. Anagnostopoulos, Paul F. Newbury
In this paper, we present and evaluate a method to navigate a character into a virtual environment based on personalized finger gestures. The methodology that has been developed allows a user to generate his/her own finger gestures that are associated with the actions of a character. Specifically, in a pre-processing stage, the user wishes to perform specific gestures for specific actions of a character creating a dataset of gestures. During the runtime of the application, Dynamic Time Warping (DTW) and template matching methods were used to compute the similarity of the input and examples of gestures. The system recognizes the input gesture of a user and generates the motion required to navigate a character into the virtual environment. To demonstrate the efficiency and possible use of such a character navigation method, a number of users participated in an evaluation process. The results of the evaluation process indicate the possible use of personalized finger gestures for navigating a character into a virtual environment.
{"title":"Using Personalized Finger Gestures for Navigating Virtual Characters","authors":"Christos A. Ouzounis, Christos Mousas, C. Anagnostopoulos, Paul F. Newbury","doi":"10.2312/vriphys.20151329","DOIUrl":"https://doi.org/10.2312/vriphys.20151329","url":null,"abstract":"In this paper, we present and evaluate a method to navigate a character into a virtual environment based on personalized finger gestures. The methodology that has been developed allows a user to generate his/her own finger gestures that are associated with the actions of a character. Specifically, in a pre-processing stage, the user wishes to perform specific gestures for specific actions of a character creating a dataset of gestures. During the runtime of the application, Dynamic Time Warping (DTW) and template matching methods were used to compute the similarity of the input and examples of gestures. The system recognizes the input gesture of a user and generates the motion required to navigate a character into the virtual environment. To demonstrate the efficiency and possible use of such a character navigation method, a number of users participated in an evaluation process. The results of the evaluation process indicate the possible use of personalized finger gestures for navigating a character into a virtual environment.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"55 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116571432","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/PE/vriphys/vriphys09/115-124
J. Damkjær, Kenny Erleben
delivered by EUROGRAPHICS D L IGITAL IBRARY www.eg.org diglib.eg.org Abstract The performance bottleneck of physics based animation is often the collision detection. It is well known by practitioners that the collision detection may consume more than half of the simulation time. In this work, we will introduce a novel approach for collision detection using bounding volume hierarchies. Our approach makes it possible to perform non-convex object versus non-convex object collision on the GPU, using tandem traversals of bounding volume hierarchies. Prior work only supports single traversals on GPUs. We introduce a blocked hierarchy data structure, using imaginary nodes and a simultaneous descend in the tandem traversal. The data structure design and traversal are highly specialized for exploiting the parallel threads in the NVIDIA GPUs. As proof-of-concept we demonstrate a GPU implementation for a multibody dynamics simulation, showing an approximate speedup factor of up to 8 compared to a CPU implementation.
{"title":"GPU Accelerated Tandem Traversal of Blocked Bounding Volume Hierarchy Collision Detection for Multibody Dynamics","authors":"J. Damkjær, Kenny Erleben","doi":"10.2312/PE/vriphys/vriphys09/115-124","DOIUrl":"https://doi.org/10.2312/PE/vriphys/vriphys09/115-124","url":null,"abstract":"delivered by EUROGRAPHICS D L IGITAL IBRARY www.eg.org diglib.eg.org Abstract The performance bottleneck of physics based animation is often the collision detection. It is well known by practitioners that the collision detection may consume more than half of the simulation time. In this work, we will introduce a novel approach for collision detection using bounding volume hierarchies. Our approach makes it possible to perform non-convex object versus non-convex object collision on the GPU, using tandem traversals of bounding volume hierarchies. Prior work only supports single traversals on GPUs. We introduce a blocked hierarchy data structure, using imaginary nodes and a simultaneous descend in the tandem traversal. The data structure design and traversal are highly specialized for exploiting the parallel threads in the NVIDIA GPUs. As proof-of-concept we demonstrate a GPU implementation for a multibody dynamics simulation, showing an approximate speedup factor of up to 8 compared to a CPU implementation.","PeriodicalId":446363,"journal":{"name":"Workshop on Virtual Reality Interactions and Physical Simulations","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115063582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}