{"title":"基于GPU和CPU并行处理的碰撞检测与三维交互技术","authors":"Fernando Tsuda, L. R. Nakamura","doi":"10.1109/SBGAMES.2011.20","DOIUrl":null,"url":null,"abstract":"Efficient collision detection is a requirement for a large number of games. With the release of devices that enable full-body interaction, new challenges arise in this area. In this paper we present a technique for dynamic construction of octrees for collision detection, based on a cloud of points using GPGPU techniques. Since some algorithms are not suitable for the GPU processing model, our technique splits the processing task between GPU and CPU for greater efficiency. The paper includes performance results from an implemented prototype.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"A Technique for Collision Detection and 3D Interaction Based on Parallel GPU and CPU Processing\",\"authors\":\"Fernando Tsuda, L. R. Nakamura\",\"doi\":\"10.1109/SBGAMES.2011.20\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Efficient collision detection is a requirement for a large number of games. With the release of devices that enable full-body interaction, new challenges arise in this area. In this paper we present a technique for dynamic construction of octrees for collision detection, based on a cloud of points using GPGPU techniques. Since some algorithms are not suitable for the GPU processing model, our technique splits the processing task between GPU and CPU for greater efficiency. The paper includes performance results from an implemented prototype.\",\"PeriodicalId\":354953,\"journal\":{\"name\":\"2011 Brazilian Symposium on Games and Digital Entertainment\",\"volume\":\"41 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-11-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 Brazilian Symposium on Games and Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES.2011.20\",\"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 Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2011.20","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Technique for Collision Detection and 3D Interaction Based on Parallel GPU and CPU Processing
Efficient collision detection is a requirement for a large number of games. With the release of devices that enable full-body interaction, new challenges arise in this area. In this paper we present a technique for dynamic construction of octrees for collision detection, based on a cloud of points using GPGPU techniques. Since some algorithms are not suitable for the GPU processing model, our technique splits the processing task between GPU and CPU for greater efficiency. The paper includes performance results from an implemented prototype.