Table 2: Measurement of the reduction of the number of
missed rays. Taking into account the evolution of the num-
ber of pairs detected by the broad-phase reduces the number
of missed rays by up to 79%.
Scenario Error reduction
‘Rigid objects’
79%
Full and iterative ray-tracing
‘Rigid and deformable objects’
28%
Full and iterative ray-tracing
bu f f er
t
= bu f f er
t−1
× con f idence (2)
Table 2 shows the reduction of the errors when us-
ing our prediction method against the simple one. We
did not include the scene ‘rigid objects’ with only the
full ray-tracing algorithm because with only one algo-
rithm the percentage of error is too small to be signif-
icant (less than 0.1%). Results show that taking into
account the evolution of the number of pairs reduce
the percentage of errors by 28 and 79%.
6 CONCLUSIONS AND FUTURE
WORK
We have presented a pipeline reorganization to im-
prove the performance of ray-traced collision detec-
tion using a GPU. Our method enables the integra-
tion of different ray-tracing algorithms in our narrow-
phase to efficiently handle objects of different na-
ture. By dividing the narrow-phase into three steps,
we were able to maintain a dense input throughout
the whole pipeline to maximize the GPU cores usage.
Our implementation shows an average speedup up to
2.73 times.
In future work we want to extend our narrow-
phase pipeline to objects of other nature such as topol-
ogy changes and fluids. We also want to improve per-
formance by generalizing our pipeline to multi-GPU
and hybrid CPU/GPU architectures.
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