Previous [ 1] [ 2] [ 3] [ 4] [ 5] [ 6] [ 7] [ 8] [ 9] [ 10] [ 11] [ 12] [ 13] [ 14] [ 15] [ 16] [ 17] [ 18] [ 19] [ 20] [ 21] [ 22] [ 23]

@

Journal of Information Science and Engineering, Vol. 26 No. 5, pp. 1619-1635 (September 2010)

GPU-based Collision Detection and Response for Particles on 3D Models

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.

Keywords: computer graphics, particle system, collision detection, collision response, Hausdorff distance field, GPU

Full Text () Retrieve PDF document (201009_04.pdf)

Received September 30, 2008; revised February 5 & March 23, 2009; accepted April 30, 2009.
Communicated by Tong-Yee Lee.
* Corresponding author.