DocumentCode
3030319
Title
Dynamic adaptation of broad phase collision detection algorithms
Author
Avril, Quentin ; Gouranton, Valérie ; Arnaldi, Bruno
Author_Institution
INRIA, Univ. Europeenne de Bretagne, Rennes, France
fYear
2011
fDate
19-20 March 2011
Firstpage
41
Lastpage
47
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.
Keywords
computer architecture; computer graphic equipment; coprocessors; multiprocessing systems; virtual reality; Quadro FX 3600M; Quadro FX 4600; Quadro FX 5800; broad phase collision detection algorithm; dynamic adaptation; graphic hardware parameter; hardware architecture; in-line simulation; large-scale virtual environments; multiGPU architectures; multicore architecture; off-line simulation; sequential CPU; single GPU architecture; Adaptation model; Algorithm design and analysis; Computational modeling; Computer architecture; Graphics processing unit; Heuristic algorithms; Solid modeling;
fLanguage
English
Publisher
ieee
Conference_Titel
VR Innovation (ISVRI), 2011 IEEE International Symposium on
Conference_Location
Singapore
Print_ISBN
978-1-4577-0055-2
Electronic_ISBN
978-1-4577-0054-5
Type
conf
DOI
10.1109/ISVRI.2011.5759599
Filename
5759599
Link To Document