Figure 13: Performance evaluation with a variable number
of colliding torus, each of them including 1600 triangles.
To take advantage of the available multi-core ar-
chitecture, we developed a first simple parallel ver-
sion of the algorithm. Pairs of colliding objects can
be computed independently. We take advantage of
this parallelism inherent to our algorithm to distrib-
ute the pairs to the different processing cores using
a work-stealing load balancing strategy. On a quad-
core processor, the simulation runs more than twice
faster compared to a single core execution. The per-
formance gain is limited by the remaining computa-
tions that are sequential.
6 CONCLUSIONS
We have shown that our novel collision detection and
modeling approach is an interesting alternative to tra-
ditional proximity-based methods, especially in the
case of smooth deformable volumetric objects. The
computation times are shorter, and the robustness al-
lows us to apply larger time steps. The time spent by
constructing an octree is compensated by the acceler-
ation obtained on the ray tracing phase.
In future work, we plan to scale the contact force
at each colliding vertex by the surface area associ-
ated with this vertex, to obtain a more resolution-
independent reaction force. We will also investigate
how to cull out more tests in self-intersection detec-
tion.
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