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Ray Tracing-based Real-time Collision Detection Using Bounding Mesh of Polygonal Model
Seokyoung Koh, Youngwook Kim, Insung Ihm
http://doi.org/10.5626/JOK.2024.51.2.173
For accurate real-time collision detection between two polygonal meshes, it is essential to check if each triangle of one polygonal mesh is intersected with the other polygonal mesh. However, because the number of triangles of large-size meshes easily increases, such a simple method often cannot achieve real-time detection. In this paper, we propose a GPU-assisted real-time collision detection technique where both a bounding mesh approximating a given large-size mesh and the GPU-assisted ray-tracing hardware are effectively exploited. In this method, the bounding mesh that intends to reduce the number of triangles participating in the triangle-object intersection is first intersected with the other mesh. In this way, it was possible to perform the collision detection operation within the reduced region with decreased numbers of triangles. In addition, we improved the performance of the collision detection process by exploiting the GPU-supported ray-tracing engine for accelerating the triangle-object intersection operation.
Grid Acceleration Structure for Efficiently Tracing the Secondary Rays in Dynamic Scenes on Mobile Platforms
Woong Seo, Byeongjun Choi, Insung Ihm
http://doi.org/10.5626/JOK.2017.44.6.573
Despite the recent remarkable advances in the computing power of mobile devices, the heat and battery problems still restrict their performances, particularly compared to PCs. Therefore, in the application of the ray-tracing technique for high-quality rendering, the consideration of a method that traces only the secondary rays while the effects of the primary rays are generated through rasterization-based OpenGL ES rendering is worthwhile. Given that most of the rendering time is for the secondary-ray processing in such a method, a new volume-grid technique for dynamic scenes that enhances the tracing performance of the secondary rays with a low coherence is proposed here. The proposed method attempts to model all of the possible spatial secondary rays in a fixed number of sampling rays, thereby alleviating the visitation problem regarding all of the cells along the ray in a uniform grid. Also, a hybrid rendering pipeline that speeds up the overall rendering performance by exploiting the mobile-device CPU and GPU is presented.
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