We present a new parallel algorithm for interactive and con-tinuous collision detection between deformable models. Our algorithm performs incremental hierarchical computations between successive frames and parallelizes the computation among multiple cores on current CPUs. The main compu-tations include front building and updating and performing the elementary tests between the triangle primitives. The overall algorithm can perform inter- and intra-object colli-sions at interactive rates on current commodity processors on models with many tens of thousands of triangles. In prac-tice, the performance of our algorithm almost scales linearly with the number of cores
We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environm...
We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environm...
Two physical objects cannot occupy the same space at the same time. Simulated physical objects do no...
International audienceRecent years have seen the impressive evolution of graphics hardware and proce...
International audienceRecent years have seen the impressive evolution of graphics hardware and proce...
This paper discusses a scalable collision detection algorithm. The algorithm, implemented using soft...
We present in this paper several contributions on the collision detection optimization centered on h...
International audienceWe have presented several contributions on the collision detection optimizatio...
Collision events between 3D objects in motion in computer animations or simulations are difficult to...
We present a novel parallel continuous collision detection (PCCD) method to utilize the widely avail...
In this master's thesis, we first analyze existing parallel algorithms for the problem of collision ...
International audienceWe present a novel approach for fast collision detection between multiple defo...
In this master's thesis, we first analyze existing parallel algorithms for the problem of collision ...
We present an improved uniform subdivision based discrete and continuous collision detection approac...
We propose an accurate collision detection algorithm for use in virtual reality applications. The al...
We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environm...
We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environm...
Two physical objects cannot occupy the same space at the same time. Simulated physical objects do no...
International audienceRecent years have seen the impressive evolution of graphics hardware and proce...
International audienceRecent years have seen the impressive evolution of graphics hardware and proce...
This paper discusses a scalable collision detection algorithm. The algorithm, implemented using soft...
We present in this paper several contributions on the collision detection optimization centered on h...
International audienceWe have presented several contributions on the collision detection optimizatio...
Collision events between 3D objects in motion in computer animations or simulations are difficult to...
We present a novel parallel continuous collision detection (PCCD) method to utilize the widely avail...
In this master's thesis, we first analyze existing parallel algorithms for the problem of collision ...
International audienceWe present a novel approach for fast collision detection between multiple defo...
In this master's thesis, we first analyze existing parallel algorithms for the problem of collision ...
We present an improved uniform subdivision based discrete and continuous collision detection approac...
We propose an accurate collision detection algorithm for use in virtual reality applications. The al...
We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environm...
We present the work in progress of a collision detection (CD) algorithm on a multi-threaded environm...
Two physical objects cannot occupy the same space at the same time. Simulated physical objects do no...