SIMDop: SIMD optimized Bounding Volume Hierarchies for Collision Detection

Author(s):  
Toni Tan ◽  
Rene Weller ◽  
Gabriel Zachmann
1998 ◽  
Vol 4 (1) ◽  
pp. 21-36 ◽  
Author(s):  
J.T. Klosowski ◽  
M. Held ◽  
J.S.B. Mitchell ◽  
H. Sowizral ◽  
K. Zikan

2006 ◽  
Vol 12 (02) ◽  
pp. 159-178 ◽  
Author(s):  
OREN TROPP ◽  
AYELLET TAL ◽  
ILAN SHIMSHONI ◽  
DAVID P. DOBKIN

2014 ◽  
Vol 538 ◽  
pp. 360-363 ◽  
Author(s):  
Ran Ran Man ◽  
Dong Sheng Zhou ◽  
Qiang Zhang

The interference and collision detection problem among objects is widely studied in graphics, simulation, animation and virtual reality technologic. In this paper, we proceed from the main solution for collision detection, analyzed from graphic space, bounding volume hierarchies (BVH), Particle Swarm Optimization (PSO) and parallel algorithm, summarized the research situation about collision detection in recent years. At last, we give several suggestions to improve the efficiency and reliability of the collision detection algorithm.


2008 ◽  
Author(s):  
Hamzah Asyrani Sulaiman ◽  
Abdullah Bade ◽  
Daut Daman ◽  
Mohd Shahrizal Sunar

2021 ◽  
Vol 40 (2) ◽  
pp. 683-712
Author(s):  
Daniel Meister ◽  
Shinji Ogaki ◽  
Carsten Benthin ◽  
Michael J. Doyle ◽  
Michael Guthe ◽  
...  

Author(s):  
Daqi Lin ◽  
Elena Vasiou ◽  
Cem Yuksel ◽  
Daniel Kopta ◽  
Erik Brunvand

Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children bounding boxes is an inherent storage redundancy that limits further improvement in performance due to the memory cost of reading these redundant planes. Dual-split trees can create identical space partitioning as BVHs, but in a compact form using less memory by eliminating the redundancies of the BVH structure representation. This reduction in memory storage and data movement translates to faster ray traversal and better energy efficiency. Yet, the performance benefits of dual-split trees are undermined by the processing required to extract the necessary information from their compact representation. This involves bit manipulations and branching instructions which are inefficient in software. We introduce hardware acceleration for dual-split trees and show that the performance advantages over BVHs are emphasized in a hardware ray tracing context that can take advantage of such acceleration. We provide details on how the operations needed for decoding dual-split tree nodes can be implemented in hardware and present experiments in a number of scenes with different sizes using path tracing. In our experiments, we have observed up to 31% reduction in render time and 38% energy saving using dual-split trees as compared to binary BVHs representing identical space partitioning.


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