🗊 Презентация Collision detection on the GPU

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Collision Detection on the GPU Mike Donovan CIS 665 Summer 2009
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Collision Detection on the GPU Mike Donovan CIS 665 Summer 2009

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Overview Quick Background CPU Methods CULLIDE RCULLIDE QCULLIDE CUDA Methods
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Overview Quick Background CPU Methods CULLIDE RCULLIDE QCULLIDE CUDA Methods

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Background Need to find collisions for lots of reasons Physics engines Seeing if a projectile hits an object Ray casting Game engines Etc…
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Background Need to find collisions for lots of reasons Physics engines Seeing if a projectile hits an object Ray casting Game engines Etc…

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Background Broad phase: Looks at entire scene Looks at proxy geometry (bounding shapes) Determines if two objects may intersect Needs to be very fast
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Background Broad phase: Looks at entire scene Looks at proxy geometry (bounding shapes) Determines if two objects may intersect Needs to be very fast

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Background Narrow phase: Looks at pairs of objects flagged by broad phase Looks at the actual geometry of an object Determines if objects are truly...
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Background Narrow phase: Looks at pairs of objects flagged by broad phase Looks at the actual geometry of an object Determines if objects are truly intersecting Generally slower

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Background Resolution Compute forces according to the contact points returned from the narrow phase Can be non trivial if there are multiple contact...
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Background Resolution Compute forces according to the contact points returned from the narrow phase Can be non trivial if there are multiple contact points Returns resulting forces to be added to each body

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CPU Methods Brute Force Check every object against every other N(N-1)/2 tests O(N²) Sweep and Prune Average case: O(N log N) Worst case: O(N²)...
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CPU Methods Brute Force Check every object against every other N(N-1)/2 tests O(N²) Sweep and Prune Average case: O(N log N) Worst case: O(N²) Spatial Subdivisions Average case: O(N log N) Worst case: O(N²)

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Sweep and Prune
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Sweep and Prune

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Spatial Subdivisions
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Spatial Subdivisions

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CULLIDE Came out of Dinesh’s group at UNC in 2003 Uses graphics hardware to do a broad-narrow phase hybrid No shader languages
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CULLIDE Came out of Dinesh’s group at UNC in 2003 Uses graphics hardware to do a broad-narrow phase hybrid No shader languages

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Outline Overview Pruning Algorithm Implementation and Results Conclusions and Future Work
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Outline Overview Pruning Algorithm Implementation and Results Conclusions and Future Work

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Outline Overview Pruning Algorithm Implementation and Results Conclusions and Future Work
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Outline Overview Pruning Algorithm Implementation and Results Conclusions and Future Work

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Overview Potentially Colliding Set (PCS) computation Exact collision tests on the PCS
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Overview Potentially Colliding Set (PCS) computation Exact collision tests on the PCS

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Algorithm
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Algorithm

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Potentially Colliding Set (PCS)
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Potentially Colliding Set (PCS)

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Potentially Colliding Set (PCS)
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Potentially Colliding Set (PCS)

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Outline Problem Overview Overview Pruning Algorithm Implementation and Results Conclusions and Future Work
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Outline Problem Overview Overview Pruning Algorithm Implementation and Results Conclusions and Future Work

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Algorithm
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Algorithm

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Visibility Computations Lemma 1: An object O does not collide with a set of objects S if O is fully visible with respect to S Utilize visibility for...
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Visibility Computations Lemma 1: An object O does not collide with a set of objects S if O is fully visible with respect to S Utilize visibility for PCS computation

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Collision Detection using Visibility Computations
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Collision Detection using Visibility Computations

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PCS Pruning Lemma 2: Given n objects O1,O2,…,On , an object Oi does not belong to PCS if it does not collide with O1,…,Oi-1,Oi+1,…,On Prune objects...
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PCS Pruning Lemma 2: Given n objects O1,O2,…,On , an object Oi does not belong to PCS if it does not collide with O1,…,Oi-1,Oi+1,…,On Prune objects that do not collide

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PCS Pruning O1 O2 … Oi-1 Oi Oi+1 … On-1 On
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PCS Pruning O1 O2 … Oi-1 Oi Oi+1 … On-1 On

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PCS Pruning
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PCS Pruning

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PCS Pruning
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PCS Pruning

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PCS Computation Each object tested against all objects but itself Naive algorithm is O(n2) Linear time algorithm Uses two pass rendering approach...
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PCS Computation Each object tested against all objects but itself Naive algorithm is O(n2) Linear time algorithm Uses two pass rendering approach Conservative solution

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PCS Computation: First Pass
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PCS Computation: First Pass

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PCS Computation: First Pass
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PCS Computation: First Pass

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PCS Computation: First Pass
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PCS Computation: First Pass

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PCS Computation: First Pass
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PCS Computation: First Pass

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PCS Computation: First Pass
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PCS Computation: First Pass

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PCS Computation: Second Pass
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PCS Computation: Second Pass

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PCS Computation: Second Pass
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PCS Computation: Second Pass

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PCS Computation: Second Pass
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PCS Computation: Second Pass

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PCS Computation: Second Pass
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PCS Computation: Second Pass

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PCS Computation: Second Pass
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PCS Computation: Second Pass

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PCS Computation
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PCS Computation

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PCS Computation
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PCS Computation

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Collision detection on the GPU, слайд №39
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Collision detection on the GPU, слайд №40
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Collision detection on the GPU, слайд №41
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Collision detection on the GPU, слайд №42
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Algorithm
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Algorithm

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Overlap Localization Each object is composed of sub-objects We are given n objects O1,…,On Compute sub-objects of an object Oi that overlap with...
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Overlap Localization Each object is composed of sub-objects We are given n objects O1,…,On Compute sub-objects of an object Oi that overlap with sub-objects of other objects

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Overlap Localization Our solution Test if each sub-object of Oi overlaps with sub-objects of O1,..Oi-1 Test if each sub-object of Oi overlaps with...
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Overlap Localization Our solution Test if each sub-object of Oi overlaps with sub-objects of O1,..Oi-1 Test if each sub-object of Oi overlaps with sub-objects of Oi+1,...,On Linear time algorithm Extend the two pass approach

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Overlap Localization
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Overlap Localization

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: First Pass
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Overlap Localization: First Pass

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Overlap Localization: Second Pass
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Overlap Localization: Second Pass

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Overlap Localization
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Overlap Localization

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Collision detection on the GPU, слайд №57
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Collision detection on the GPU, слайд №58
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Collision detection on the GPU, слайд №59
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Collision detection on the GPU, слайд №60
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Collision detection on the GPU, слайд №61
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Collision detection on the GPU, слайд №62
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Collision detection on the GPU, слайд №63
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Collision detection on the GPU, слайд №64
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Collision detection on the GPU, слайд №65
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Collision detection on the GPU, слайд №66
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Collision detection on the GPU, слайд №67
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Collision detection on the GPU, слайд №68
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Collision detection on the GPU, слайд №69
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Collision detection on the GPU, слайд №70
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Collision detection on the GPU, слайд №71
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Collision detection on the GPU, слайд №72
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Collision detection on the GPU, слайд №73
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Algorithm
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Algorithm

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Visibility Queries We require a query Tests if a primitive is fully visible or not Current hardware supports occlusion queries Test if a primitive is...
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Visibility Queries We require a query Tests if a primitive is fully visible or not Current hardware supports occlusion queries Test if a primitive is visible or not Our solution Change the sign of depth function

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Visibility Queries Depth function
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Visibility Queries Depth function

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Bandwidth Analysis Read back only integer identifiers Independent of screen resolution
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Bandwidth Analysis Read back only integer identifiers Independent of screen resolution

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Optimizations First use AABBs as object bounding volume Use orthographic views for pruning Prune using original objects
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Optimizations First use AABBs as object bounding volume Use orthographic views for pruning Prune using original objects

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Advantages No coherence No assumptions on motion of objects Works on generic models A fast pruning algorithm No frame-buffer readbacks
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Advantages No coherence No assumptions on motion of objects Works on generic models A fast pruning algorithm No frame-buffer readbacks

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Limitations No distance or penetration depth information Resolution issues No self-collisions Culling performance varies with relative configurations
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Limitations No distance or penetration depth information Resolution issues No self-collisions Culling performance varies with relative configurations

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Assumptions Makes assumptions that their algorithm will get faster as hardware improves. Luckily they were right
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Assumptions Makes assumptions that their algorithm will get faster as hardware improves. Luckily they were right

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RCULLIDE An improvement on CULLIDE in 2004 Resolves issue of screen resolution precision
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RCULLIDE An improvement on CULLIDE in 2004 Resolves issue of screen resolution precision

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Overview A main issue with CULLIDE was the fact that it wasn’t reliable Collisions could easily be missed due to screen resolution
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Overview A main issue with CULLIDE was the fact that it wasn’t reliable Collisions could easily be missed due to screen resolution

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Overview 3 kinds of error associated with visibility based overlap Perspective error Strange shapes from the transformation Sampling error Pixel...
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Overview 3 kinds of error associated with visibility based overlap Perspective error Strange shapes from the transformation Sampling error Pixel resolution isn’t high enough Depth buffer precision error If distance between primitives is less than the depth buffer resolution, we will get incorrect results from our visibility query

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Reliable Queries The three errors cause the following: A fragment to not be rasterized A fragment is generated but not sampled where interference...
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Reliable Queries The three errors cause the following: A fragment to not be rasterized A fragment is generated but not sampled where interference occurs A fragment is generated and sampled where the interference occurs but the precision of the buffer is not sufficient

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Reliable Queries Use “fat” triangles Generate 2 fragments for each pixel touched by a triangle (no matter how little it is in the pixel) For each...
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Reliable Queries Use “fat” triangles Generate 2 fragments for each pixel touched by a triangle (no matter how little it is in the pixel) For each pixel touched by the triangle, the depth of the 2 fragments must bound the depth of all points of the triangle in that pixel Causes method to become more conservative (read: slower) but much more accurate

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Minkowski Sum Scary name…easy math
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Minkowski Sum Scary name…easy math

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Reliable Queries In practice, we use the Minkowski sum of a bounding cube B and the triangle T B = max(2dx, 2dy, 2dz) where dx,y,z are pixel...
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Reliable Queries In practice, we use the Minkowski sum of a bounding cube B and the triangle T B = max(2dx, 2dy, 2dz) where dx,y,z are pixel dimensions If uniform supersampling is known to occur on the card, we can reduce the size of B We need B to cover at least 1 sampling point for the triangle it bounds

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Reliable Queries Cubes only work for z-axis projections so in practice use a bounding sphere of radius sqrt(3)p/2
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Reliable Queries Cubes only work for z-axis projections so in practice use a bounding sphere of radius sqrt(3)p/2

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Bounding Offset So far we’ve just dealt with single triangles but we need whole objects This is done using a Union of Object-oriented Bounding...
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Bounding Offset So far we’ve just dealt with single triangles but we need whole objects This is done using a Union of Object-oriented Bounding Boxes(UOBB)

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Algorithm
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Algorithm

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Improvement over CULLIDE
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Improvement over CULLIDE

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Performance Still runs faster than CPU implementations 3x slower than CULLIDE due to bounding box rasterization vs triangle rasterization
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Performance Still runs faster than CPU implementations 3x slower than CULLIDE due to bounding box rasterization vs triangle rasterization

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QCULLIDE Extends CULLIDE to handle self collisions in complex meshes All running in real time
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QCULLIDE Extends CULLIDE to handle self collisions in complex meshes All running in real time

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Self Collision Culling Note that only intersecting triangles that don’t share a vertex or edge are considered colliding
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Self Collision Culling Note that only intersecting triangles that don’t share a vertex or edge are considered colliding

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Self Collision Culling Algorithm Include all potentially colliding primitives and PCS where each primitive is a triangle Perform the visibility test...
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Self Collision Culling Algorithm Include all potentially colliding primitives and PCS where each primitive is a triangle Perform the visibility test to see if a triangle is penetrating any other If completely visible, the object is not colliding

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Q-CULLIDE Sets BFV – Objects fully visible in both passes and are pruned from the PCS FFV – Fully visible in only the first pass SFV – Fully visible...
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Q-CULLIDE Sets BFV – Objects fully visible in both passes and are pruned from the PCS FFV – Fully visible in only the first pass SFV – Fully visible in only the second pass NFV – Not fully visible in both passes

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Q-CULLIDE Properties of sets FFV and SFV are collision free No object in FFV collides with any other in FFV…same for SFV If an object is in FFV and...
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Q-CULLIDE Properties of sets FFV and SFV are collision free No object in FFV collides with any other in FFV…same for SFV If an object is in FFV and is fully visible in the 2nd pass of the algorithm, we can prune it and vice versa

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Algorithm
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Algorithm

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Algorithm
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Algorithm

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What’s Happening
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What’s Happening

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Improvement Over CULLIDE
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Improvement Over CULLIDE

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Improvements Over CULLIDE Sends an order of magnitude less collisions to the CPU than CULLIDE
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Improvements Over CULLIDE Sends an order of magnitude less collisions to the CPU than CULLIDE

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Spatial Subdivision Partition space into uniform grid Grid cell is at least as large as largest object Each cell contains list of each object whose...
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Spatial Subdivision Partition space into uniform grid Grid cell is at least as large as largest object Each cell contains list of each object whose centroid is in the cell Collision tests are performed between objects who are in same cell or adjacent cells

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Parallel Spatial Subdivision Complications: Single object can be involved in multiple collision tests Need to prevent multiple threads updating the...
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Parallel Spatial Subdivision Complications: Single object can be involved in multiple collision tests Need to prevent multiple threads updating the state of an object at the same time

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Guaranteed Individual Collision Tests Prove: No two cells updated in parallel may contain the same object that is being updated Constraints Each cell...
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Guaranteed Individual Collision Tests Prove: No two cells updated in parallel may contain the same object that is being updated Constraints Each cell is as large as the bounding volume of the largest object Each cell processed in parallel must be separated by each other cell by at least one intervening cell In 2d this takes _____ number of passes In 3d this takes _____ number of passes

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Example of Parallel Spatial Subdivision
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Example of Parallel Spatial Subdivision

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Avoiding Extra Collision Testing Associate each object a set of control bits to test where its centroid resides Scale the bounding sphere of each...
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Avoiding Extra Collision Testing Associate each object a set of control bits to test where its centroid resides Scale the bounding sphere of each object by sqrt(2) to ensure the grid cell is at least 1.5 times larger than the largest object

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Implementing in CUDA Store list of object IDs, cell IDs in device memory Build the list of cell IDs from object’s bounding boxes Sorting list from...
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Implementing in CUDA Store list of object IDs, cell IDs in device memory Build the list of cell IDs from object’s bounding boxes Sorting list from previous step Build an index table to traverse the sorted list Schedule pairs of objects for narrow phase collision detection

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Initialization
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Initialization

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Construct the Cell ID Array Host Cells (H – Cells) Contain the centroid of the object Phantom Cells (P-Cells) Overlap with bounding volume but do not...
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Construct the Cell ID Array Host Cells (H – Cells) Contain the centroid of the object Phantom Cells (P-Cells) Overlap with bounding volume but do not contain the centroid

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Sorting the Cell ID Array What we want: Sorted by Cell ID H cells of an ID occur before P cells of an ID Starting with a partial sort H cells are...
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Sorting the Cell ID Array What we want: Sorted by Cell ID H cells of an ID occur before P cells of an ID Starting with a partial sort H cells are before P cells, but array is not sorted by Cell ID Solution: Radix Sort Radix Sort ensures identical cell IDs remain in the same order as before sorting.

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Sorting Cell Array
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Sorting Cell Array

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Spatial Subdivision
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Spatial Subdivision

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Create the Collision Cell List Scan sorted cell ID array for changes of cell ID Mark by end of the list of occupants of one cell and beginning of...
Описание слайда:
Create the Collision Cell List Scan sorted cell ID array for changes of cell ID Mark by end of the list of occupants of one cell and beginning of another Count number of objects each collision cell contains and convert them into offsets using scan Create entries for each collision cell in new array Start Number of H occupants Number of P occupants

Слайд 116


Create Collision Cell List
Описание слайда:
Create Collision Cell List

Слайд 117


Traverse Collision Cell List
Описание слайда:
Traverse Collision Cell List



Теги Collision detection
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