• Title/Summary/Keyword: Collision Triangle

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Fast Self-Collision Handling in Cloth Simulations Using GPU-based Optimized BVH and R-Triangle (GPU 기반의 최적화된 BVH와 R-Triangle을 이용한 옷감 시뮬레이션에서의 빠른 자기충돌 처리)

  • Moon, Seong-Hyeok;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.373-376
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    • 2022
  • 본 논문에서는 삼각형 메쉬 기반에서 옷감 시뮬레이션(Cloth simulation)에서 계산양이 큰 자기충돌(Self-collision) 처리를 GPU기반으로 가속화시킬 수 있는 방법에 대해 소개한다. CUDA기반으로 병렬 최적화하기 위해 본 논문에서는 1)재귀적으로 계산하여 충돌판정을 하는 BVH(Bounding volume hierarchy) 트리를 GPU기반에서 효율적으로 빌드, 업데이트, 트리 순회하는 방법을 제안하고, 2)삼각형 메쉬 기반에서는 중복되는 프리미티브(Primitive) 충돌검사를 최소화하기 위해 R-Triangle기법을 GPU에서 최적화 시키는 방법을 소개한다. 결과적으로 본 논문에서 제안하는 기법은 GPU 환경에서 옷감 시뮬레이션의 자기충돌과 객체충돌 처리를 빠르고 효율적으로 처리할 수 있도록 하였고, 다양한 장면에서 실험한 결과 모든 결과에서 빠른 시뮬레이션 결과를 얻을 수 있었다.

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GPU-Optimized BVH and R-Triangle Methods for Rapid Self-Intersection Handling in Fabrics

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.59-65
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    • 2024
  • In this paper, we present a GPU-based acceleration of computationally intensive self-collision processing in triangular mesh-based cloth simulation. For Compute Unified Device Architecture (CUDA)-based parallel optimization, we propose 1) an efficient way to build, update, and traverse the Bounding Volume Hierarchy (BVH) tree on the GPU, and 2) optimize the Representative-Triangle (R-Triangle) technique on the GPU to minimize primitive collision checking in triangular mesh-based cloth simulations. As a result, the proposed method can handle self-collisions and object collisions of cloth simulation in GPU environment faster and more efficiently than CPU-based algorithms, and experiments on various scenes show that it can achieve simulation results that are 5x to 10x faster. Since the proposed method is optimized for BVH on GPU, it can be easily integrated into various algorithms and fields that utilize BVH.

Parallel Intersection Detection Algorithm using CUDA (CUDA 를 이용한 가상 객체들간의 병렬 충돌 검사 알고리즘)

  • Lee, Yeon-Hee;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.451-455
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    • 2008
  • In this paper, we present how we implement the low-level, triangle intersection routine in a massively parallel fashion using n VIDIA's new GPGPU language, CUDA. Triangle intersection often becomes a computational bottleneck in the collision detection problem. Due to the relatively low bandwidth between CPU and GPU, it has been challenging to implement efficient, object-space collision detection between triangle sets. However, thanks to the improved data transmission rates in CUDA architecture, in this paper, we improved the performance of triangle intersection substantially better than the optimized CPU counterpart.

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Guidance Law for Agile Turn of Air-to-Air Missile During Boost Phase

  • Han, Seungyeop;Bai, Ji Hoon;Hong, Seong-Min;Roh, Heekun;Tahk, Min-Jea;Yun, Joongsup;Park, Sanghyuk
    • International Journal of Aeronautical and Space Sciences
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    • v.18 no.4
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    • pp.709-718
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    • 2017
  • This paper proposes the guidance laws for an agile turn of air-to-air missiles during the initial boost phase. Optimal solution for the agile turn is obtained based on the optimal control theory with a simplified missile dynamic model. Angle-of-attack command generating methods for completion of agile turn are then proposed from the optimal solution. Collision triangle condition for non-maneuvering target is reviewed and implemented for update of terminal condition for the agile turn. The performance of the proposed method is compared with an existing homing guidance law and the minimum-time optimal solution through simulations under various initial engagement scenarios. Simulation results verify that transition to homing phase after boost phase with the proposed method is more effective than direct usage of the homing guidance law.

2.5D Mapping Module and 3D Cloth Simulation System (2.5D Mapping 모듈과 3D 의복 시뮬레이션 시스템)

  • Kim Ju-Ri;Kim Young-Un;Joung Suck-Tae;Jung Sung-Tae
    • The KIPS Transactions:PartA
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    • v.13A no.4 s.101
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    • pp.371-380
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    • 2006
  • This paper utilizing model picture of finished clothes in fashion design field various material (textile fabrics) doing Draping directly can invent new design, and do not produce direction sample or poetic theme width and confirm clothes work to simulation. Also, construct database about model and material image and embodied system that can confirm Mapping result by real time. And propose clothes simulation system to dress to 3D human body model of imagination because using several cloth pieces first by process to do so that can do simulation dressing abstracted poetic theme width to 3D model here. Proposed system creates 3D model who put clothes by physical simulation that do fetters to mass-spring model after read 3D human body model file and 2D foundation pattern file. System of this treatise examines collision between triangle that compose human body model for realistic simulation and triangle that compose clothes and achieved reaction processing. Because number of triangle to compose human body is very much, this collision examination and reaction processing need much times. To solve this problem, treatise that see could create realistic picture by method to diminish collision public prosecutor and reaction processing number, and could dress clothes to imagination human body model within water plant taking advantage of Octree space sharing techniques.

Design of Aim Angle Following Guidance Law Using Lyapunov Theory (르야프노프 이론을 이용한 목표각 추종 유도법칙 설계)

  • Kim, Ki-Seok;Kim, You-Dan
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.30 no.7
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    • pp.81-89
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    • 2002
  • Guidance laws can be conceptually classified into three categories although their mathematical representations are various and different. In this paper, a generalized conceptual guidance law including the concepts of the above categories is proposed. The aim angle is introduced using the geometry of the collision triangle. The aim angle represents the arbitrary angle between the pursuit angle and the expected collision angle. The objective of the proposed guidance law is to make the aim angle zero asymptotically. It can be shown that the aim angle error response for the considered system is same as that of the first order system. When the autopilot of the missile system has slow dynamics, autopilot time lag may deteriorate the performance of the guidance law performance. In this case, another new guidance law compensating the autopilot time lag effect is proposed. To verify the proposed guidance laws, several numerical simulations are performed.

Efficient GPU Framework for Adaptive and Continuous Signed Distance Field Construction, and Its Applications

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.63-69
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    • 2022
  • In this paper, we propose a new GPU-based framework for quickly calculating adaptive and continuous SDF(Signed distance fields), and examine cases related to rendering/collision processing using them. The quadtree constructed from the triangle mesh is transferred to the GPU memory, and the Euclidean distance to the triangle is processed in parallel for each thread by using it to find the shortest continuous distance without discontinuity in the adaptive grid space. In this process, it is shown through experiments that the cut-off view of the adaptive distance field, the distance value inquiry at a specific location, real-time raytracing, and collision handling can be performed quickly and efficiently. Using the proposed method, the adaptive sign distance field can be calculated quickly in about 1 second even on a high polygon mesh, so it is a method that can be fully utilized not only for rigid bodies but also for deformable bodies. It shows the stability of the algorithm through various experimental results whether it can accurately sample and represent distance values in various models.

GPU-Based Parallel Collision Detection for Deformable Objects (변형 물체를 위한 GPU 기반 병렬 충돌 감지)

  • Sung, Nak-Jun;Kim, Min Sang;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.1
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    • pp.25-32
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    • 2018
  • Due to heavy computational cost, deformable object simulation requires more effective collision detection method than rigid body simulation. However, when the CPU-based collision detection algorithm is purely applied to the GPU environment, the collision detection algorithm and the data structure optimized for the GPU environment are essential because the performance of the GPU can not be used properly. Therefore, we propose a GPU-based parallel collision detection algorithm for mass-spring system which is widely used for deformable object representation in this paper. The proposed method uses a parallel algorithm and data structure to reduce collision detection cost through GPU-based curling algorithm using AABB-Octree structure. In this paper, we prove the effectiveness of the proposed method by comparing the intersection test of all triangle pairs in parallel. The results of experimental tests show that the proposed method improves the performance by about 24% on average. Therefore, it is expected that the proposed method can improve the performance of real-time simulation for deformable objects.

Design of Drop Island to Accommodate the Turning Trajectory of Semi-Trailer (세미트레일러의 회전궤적을 고려한 물방울교통섬의 설치 방안 연구)

  • Lee, Suk-Ki;Kim, Jong-Min;Noh, Kwan-Sub;Kim, Yong-Seok
    • Journal of Korean Society of Transportation
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    • v.23 no.5 s.83
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    • pp.73-81
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    • 2005
  • Triangle-shaped island was been used for the exclusive separation between the right-turn and the through flow. However, in case that existing Triangle-Shaped Island is built at the intersection of narrow road. there are more possibilities of traffic collision trespassing into the opposite lane. Accordingly, separation of the opposite lane is required so as to prevent the intrusion of the large-sized (a heavy) vehicle into the opposite lane turning at the intersection. This study showed the comparison between intersection composed of existing Triangle-Shaped Island and the intersection with Drop Island is added. First of all, in the safety aspect, a method to decide location and shape of Drop Island considering turning trajectory of the large-sized (the heavy vehicle) is addressed. The guideline on the placement of drop island install location and method to decide form the consider heavy truck's turn trajectory in safety side. As a conclusion. we analyzed that drop island is relatively superior to existing Triangle-Shaped Island in terms of driver, ease of driving, driving pleasantness, pedestrian, widening and economic performance aspect.

Interactive Colision Detection for Deformable Models using Streaming AABBs

  • Zhang, Xinyu;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.306-317
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    • 2007
  • We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At run-time, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (i.e., collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (e.g., triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 7800 GTX, for streaming computations, and Intel Dual Core 3.4G processors for serial computations. We benchmarked our algorithm with different models of varying complexities, ranging from 15K up to 50K triangles, under various deformation motions, and the timings were obtained as 30~100 FPS depending on the complexity of models and their relative configurations. Finally, we made comparisons with a well-known GPU-based collision detection algorithm, CULLIDE [4] and observed about three times performance improvement over the earlier approach. We also made comparisons with a SW-based AABB culling algorithm [2] and observed about two times improvement.

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