Parallel and Hardware Implementations of Collision Detection Algorithms

In recent years many graphics processes, which have traditionally been implemented as software running on general purpose hardware, have re-emerged as low cost application specific hardware. This hardware is now available on many desktop machines to accelerate the rendering of graphical scenes, and...

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Main Author: Fenton-May, Tristam
Published: University of Oxford 2004
Subjects:
004
Online Access:http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.491445
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spelling ndltd-bl.uk-oai-ethos.bl.uk-4914452017-12-24T15:53:24ZParallel and Hardware Implementations of Collision Detection AlgorithmsFenton-May, Tristam2004In recent years many graphics processes, which have traditionally been implemented as software running on general purpose hardware, have re-emerged as low cost application specific hardware. This hardware is now available on many desktop machines to accelerate the rendering of graphical scenes, and thus allowing high quality real-time visualisation. Another aspect of simulation which is computationally expensive is collision detection. This document looks at existing algorithms for collision detection, and how they might be implemented using special purpose hardware to improve their efficiency. A general framework is described that allows multiple collision processing algorithms to be brought together to build a distributed collision farm. An implementation of this system was built using desktop PCs connected via a LAN. The farm is capable of processing collisions of up to a million polyhedra in real time using 30 (now outdated) machines. To achieve even greater speed a hardware implementation is described. The widely used Sweep & Prune algorithm forms part of many software collision systems, and this hM been implemented in hardware using a new type of hardware sorting array. A physical implementation has been built using VHDL and an Altera programmable logic device. The results show that a system using similar number of gates to a 486 (Le., about 1% of the size of a modern graphics processor) can perform this task faster than a processor farm comprised of 14 Intel Pentium Pro CPUs and a purely software implementation.004University of Oxfordhttp://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.491445Electronic Thesis or Dissertation
collection NDLTD
sources NDLTD
topic 004
spellingShingle 004
Fenton-May, Tristam
Parallel and Hardware Implementations of Collision Detection Algorithms
description In recent years many graphics processes, which have traditionally been implemented as software running on general purpose hardware, have re-emerged as low cost application specific hardware. This hardware is now available on many desktop machines to accelerate the rendering of graphical scenes, and thus allowing high quality real-time visualisation. Another aspect of simulation which is computationally expensive is collision detection. This document looks at existing algorithms for collision detection, and how they might be implemented using special purpose hardware to improve their efficiency. A general framework is described that allows multiple collision processing algorithms to be brought together to build a distributed collision farm. An implementation of this system was built using desktop PCs connected via a LAN. The farm is capable of processing collisions of up to a million polyhedra in real time using 30 (now outdated) machines. To achieve even greater speed a hardware implementation is described. The widely used Sweep & Prune algorithm forms part of many software collision systems, and this hM been implemented in hardware using a new type of hardware sorting array. A physical implementation has been built using VHDL and an Altera programmable logic device. The results show that a system using similar number of gates to a 486 (Le., about 1% of the size of a modern graphics processor) can perform this task faster than a processor farm comprised of 14 Intel Pentium Pro CPUs and a purely software implementation.
author Fenton-May, Tristam
author_facet Fenton-May, Tristam
author_sort Fenton-May, Tristam
title Parallel and Hardware Implementations of Collision Detection Algorithms
title_short Parallel and Hardware Implementations of Collision Detection Algorithms
title_full Parallel and Hardware Implementations of Collision Detection Algorithms
title_fullStr Parallel and Hardware Implementations of Collision Detection Algorithms
title_full_unstemmed Parallel and Hardware Implementations of Collision Detection Algorithms
title_sort parallel and hardware implementations of collision detection algorithms
publisher University of Oxford
publishDate 2004
url http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.491445
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