{"title":"宽相位碰撞检测算法的动态自适应","authors":"Quentin Avril, V. Gouranton, B. Arnaldi","doi":"10.1109/ISVRI.2011.5759599","DOIUrl":null,"url":null,"abstract":"In this paper we present a new technique to dynamically adapt the first step (broad phase) of the collision detection process on hardware architecture during simulation. Our approach enables to face the unpredictable evolution of the simulation scenario (this includes addition of complex objects, deletion, split into several objects, …). Our technique of dynamic adaptation is performed on sequential CPU, multi-core, single GPU and multi-GPU architectures. We propose to use off-line simulations to determine fields of optimal performance for broad phase algorithms and use them during in-line simulation. This is achieved by a features analysis of algorithmic performances on different architectures. In this way we ensure the real time adaptation of the broad-phase algorithm during the simulation, switching it to a more appropriate candidate. We also present a study on how graphics hardware parameters (number of cores, bandwidth, …) can influence algorithmic performance. The goal of this analysis is to know if it is possible to find a link between variations of algorithms performances and hardware parameters. We test and compare our model on 1, 2, 4 and 8 cores architectures and also on 1 Quadro FX 3600M, 2 Quadro FX 4600 and 4 Quadro FX 5800. Our results show that using this technique during the collision detection process provides better performance throughout the simulation and enables to face unpredictable scenarios evolution in large-scale virtual environments.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"20","resultStr":"{\"title\":\"Dynamic adaptation of broad phase collision detection algorithms\",\"authors\":\"Quentin Avril, V. Gouranton, B. Arnaldi\",\"doi\":\"10.1109/ISVRI.2011.5759599\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we present a new technique to dynamically adapt the first step (broad phase) of the collision detection process on hardware architecture during simulation. Our approach enables to face the unpredictable evolution of the simulation scenario (this includes addition of complex objects, deletion, split into several objects, …). Our technique of dynamic adaptation is performed on sequential CPU, multi-core, single GPU and multi-GPU architectures. We propose to use off-line simulations to determine fields of optimal performance for broad phase algorithms and use them during in-line simulation. This is achieved by a features analysis of algorithmic performances on different architectures. In this way we ensure the real time adaptation of the broad-phase algorithm during the simulation, switching it to a more appropriate candidate. We also present a study on how graphics hardware parameters (number of cores, bandwidth, …) can influence algorithmic performance. The goal of this analysis is to know if it is possible to find a link between variations of algorithms performances and hardware parameters. We test and compare our model on 1, 2, 4 and 8 cores architectures and also on 1 Quadro FX 3600M, 2 Quadro FX 4600 and 4 Quadro FX 5800. Our results show that using this technique during the collision detection process provides better performance throughout the simulation and enables to face unpredictable scenarios evolution in large-scale virtual environments.\",\"PeriodicalId\":197131,\"journal\":{\"name\":\"2011 IEEE International Symposium on VR Innovation\",\"volume\":\"25 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-03-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"20\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 IEEE International Symposium on VR Innovation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISVRI.2011.5759599\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 IEEE International Symposium on VR Innovation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISVRI.2011.5759599","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 20
摘要
在仿真过程中,提出了一种基于硬件结构动态调整碰撞检测过程第一步(宽相位)的新技术。我们的方法能够面对模拟场景的不可预测的演变(这包括添加复杂对象,删除,拆分为多个对象等)。我们的动态自适应技术可以在顺序CPU、多核、单GPU和多GPU架构上进行。我们建议使用离线模拟来确定宽相位算法的最佳性能领域,并在在线模拟中使用它们。这是通过对不同架构上算法性能的特征分析来实现的。通过这种方式,我们保证了仿真过程中宽相算法的实时适应,将其切换到更合适的候选算法。我们还研究了图形硬件参数(核数、带宽等)如何影响算法性能。此分析的目的是了解是否有可能找到算法性能变化和硬件参数之间的联系。我们在1,2,4和8核架构以及1个Quadro FX 3600M, 2个Quadro FX 4600和4个Quadro FX 5800上测试和比较了我们的模型。我们的研究结果表明,在碰撞检测过程中使用该技术可以在整个仿真过程中提供更好的性能,并能够面对大规模虚拟环境中不可预测的场景演变。
Dynamic adaptation of broad phase collision detection algorithms
In this paper we present a new technique to dynamically adapt the first step (broad phase) of the collision detection process on hardware architecture during simulation. Our approach enables to face the unpredictable evolution of the simulation scenario (this includes addition of complex objects, deletion, split into several objects, …). Our technique of dynamic adaptation is performed on sequential CPU, multi-core, single GPU and multi-GPU architectures. We propose to use off-line simulations to determine fields of optimal performance for broad phase algorithms and use them during in-line simulation. This is achieved by a features analysis of algorithmic performances on different architectures. In this way we ensure the real time adaptation of the broad-phase algorithm during the simulation, switching it to a more appropriate candidate. We also present a study on how graphics hardware parameters (number of cores, bandwidth, …) can influence algorithmic performance. The goal of this analysis is to know if it is possible to find a link between variations of algorithms performances and hardware parameters. We test and compare our model on 1, 2, 4 and 8 cores architectures and also on 1 Quadro FX 3600M, 2 Quadro FX 4600 and 4 Quadro FX 5800. Our results show that using this technique during the collision detection process provides better performance throughout the simulation and enables to face unpredictable scenarios evolution in large-scale virtual environments.