New Approaches Towards The Collision Detection
New Approaches Towards The Collision Detection
7, Issue 1, 2010 1
ISSN (Online): 1694-0784
ISSN (Print): 1694-0814
GPU equipped with 128 processors allocated to 8 high frequency contributions are not only in the algorithms improvement but
partitions (1350 MHz). also in the algorithms architecture modification. As we can not
Bandwidth on GPU is also higher than on CPU [43] but a hope a continual evolution of processors we have now to study
fundamental problem of performing computations on GPU is the what it is possible to do with multi-core in collision detection
bandwidth between CPU and GPU (only 4 GB/s). A recent algorithms.
solution* proposes to hide data-transferring time by using Now a days it is impossible to present CPU without dealing with
concurrent memory copy (between CPU and GPU) and central memory handling. Indeed, on a multi or many cores,
execution on GPU. there is a very complex cache handling between cores. This
handling is continuously improved to increase computer
performance. Cache and memory handling is Cache and memory
handling is another point that cannot be ignored in the
optimizations of the collision detection performance.
deformable models. Kim & al [19] propose to use a feature- These features of fractal i.e. self similarity and iterative
based bounding volume hierarchy (BVH) to improve the procedure for generating recursive fractals (Figure 6) are used in
performance of continuous collision detection. algorithm. With these properties we can detect the errors in a
small portion of the object and then later on spread it with the
They also propose novel task decomposition methods for their
help of a complex mathematical equation using Picard and
BVH-based collision detection and dynamic task assignment
Superior iterations [54 - 58]. By the means of this fractal based
methods. They obtained a 7X-8X speed-up using a 8-cores
algorithm one can detect pattern of advance stages and have a
compared to a single-core.
say in error detection. Up to this stage basic problems was to
4.2.2 Fractals based algorithm : The basic concept of examine the large networks as a whole or simultaneously but
fractals is that they contain a large degree of self similarity. This with the advent of this algorithm things can be examine in a
means they usually contain little copies of themselves buried small part at first go and later on can be seen in completion.
deep within the original and also have infinite details. The
repetition of form over a variety of scales is called self 5. Revisited CD pipeline (Effect of the new
similarities. A fractal looks similar to itself on a variety of scales.
The bigger eddies in a turbulent flow look much the same as the
algorithms)
smaller ones, and vice versa. Through this survey, it appears that the architecture of collision
The backbone of the fractal is iteration method i.e. feedback detection algorithms needs to be improved to face real-time
system. In other words the same process is performed repeatedly. interaction. In this way, we are thinking about reviews of the
The output of the system acts as an input for next one. One of the collision detection pipeline. We work on a global parallelization
unique things about fractals is that they have non integer of the pipeline in order to avoid starvation of each phase. They
dimensions. That is why we are in the 3rd dimension, looking at would not stop and run continuously during simulation. Broad-
this on a flat screen which can be considered more or less the phase is still pruning un-colliding objects pairs and feeds an
2nd dimension; fractals are in between the dimensions. Fractals object pairs buffer that is, in the same time, used by narrow-
come into two major categories i.e. Deterministic Fractal And phase to provide exact tests. This pipeline can be imagined as a
random Fractal. The first categories consist those Fractal that are double-buffer with access control. This parallelized pipeline
composed of several scaled down and rotated copies of itself. would adapt itself on different hardware architectures. For
Random fractals include that fractal which has an additional instance this architecture would provide a very efficient, robust
element of randomness, allowing for simulation of natural and fast broad-phase that would work on several GPUs. Then
phenomenon. So they exhibit the property of statistical self architecture would provide a narrow-phase working on multi-
similarity. There are there common techniques for generating cores.
fractals are: We have designed a novel view of a tri-dimensional collision
Escape-time fractals: These are defined by a recurrence relation detection pipeline (cf. Figure 8). The sequential pipeline has
at each point in a space (such as the complex plane). Examples been revisited as a parallel pipeline working with broad and
of this type are the Mandelbrot set, Julia set, the Burning ship exact phase using buffers. Contrary to sequential pipeline, we
fractal and the Lyapunov fractal. propose to add a third dimension. This new dimension is the
Iterated Function Systems: these have a fixed geometric architecture showing that one phase can be done on GPUs and
replacement rule. Cantor set, sierpinski carpet, Sierpinski gaset, another on CPUs or one part of phase. This 3D pipeline might be
peano curve, Koch snowflake,Harter-Heighway dragon curve, T- dimensioned for a cluster or grid architecture. We also imagine
square, menger sponge, are some examples of such fractals[6,7]. running a collision detection system on grid, taking into account
Random fractals: Generated by stochastic rather than latency time. On the overall distributed machines predictive
deterministic processes, for example, trajectories of the algorithms would compute possibly colliding sets of objects and
Brownian motion, levy flight, fractal landscapes and the local machines would compute exact collision.
Brownian tree. The latter yields so-called mass- or dendrites
fractals, for example, diffusion –limited aggregation or reaction- 7. Conclusion
limited aggregation clusters[8].
We have presented in this survey new trends in collision
detection performance quest. With the wide range of available
architecture from GPU to grid, we have shown that developing
new models taking into account computer power is essential to
expect real-time interaction in large-scale environment. The link-
up between virtual reality and computer performance has to be
more and more studied and reinforced. Future algorithms
providing a real-time interaction have to be performed through
the use of GPGPU, multithreads, multi or many-cores processors
with memory and cache handling and cluster or grid architecture.
We also come in the conclusion that the use of the fractal
collision detection algorithm reduces the detection process by
examining on the comparatively smaller part. Still the Work is in
progress later on more fruitful result will surely be coming.
Figure 6: Example of Cauliflower Fractal Showing the Self similarity
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