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HSIEN-HSI HSIEH, WEN-KAI TAI AND CHIN-CHEN CHANG*
Department of Computer Science and Information Engineering
National Dong Hwa University
Hualien, 974 Taiwan
*Department of Computer Science and Information Engineering
National United University
Miaoli, 360 Taiwan
E-mail: ccchang@nuu.edu.tw
This paper presents a GPU-based approach to handle collision detection and response
for particles on 3D models. Signed Hausdorff distance fields were used and stored in
volume textures. The voxels in a distance field stored the Hausdorff distance to the 3D
model and the normal of the corresponding nearest surface. Object-based collision detection
and response were processed using a pixel shader with texture sampling on the Hausdorff
distance field. Particles were updated by rendering them using programmable graphics
hardware acceleration. No data had to be transferred to the CPU between frames. The
power of parallel GPU computation made the simulation of the particle system on a GPU
at least twice as fast as that on a CPU.
Received September 30, 2008; revised February 5 & March 23, 2009; accepted April 30, 2009.
Communicated by Tong-Yee Lee.
* Corresponding author.