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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö > Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö ¼ÒÇÁÆ®¿þ¾î ¹× µ¥ÀÌÅÍ °øÇÐ

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Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) º¯Çü ¹°Ã¼¸¦ À§ÇÑ GPU ±â¹Ý º´·Ä Ãæµ¹ °¨Áö
¿µ¹®Á¦¸ñ(English Title) GPU-Based Parallel Collision Detection for Deformable Objects
ÀúÀÚ(Author) ¼º³«ÁØ   ±è¹Î»ó   È«¹Î   ÃÖÀ¯ÁÖ   Nak-Jun Sung   Kim Min Sang   Min Hong   Yoo-Joo Choi  
¿ø¹®¼ö·Ïó(Citation) VOL 07 NO. 01 PP. 0025 ~ 0032 (2018. 01)
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(Korean Abstract)
º¯Çü¹°Ã¼ ½Ã¹Ä·¹À̼ÇÀº °­Ã¼ ½Ã¹Ä·¹À̼ǿ¡ ºñÇØ ¸¹Àº ¿¬»ê·®À» ¿ä±¸Çϱ⠶§¹®¿¡ È¿°úÀûÀÎ Ãæµ¹ °Ë»ç ¹æ¹ýÀ» ÇÊ¿äÇÏ´Ù. ±×·¯³ª CPU ±â¹ÝÀÇ Ãæµ¹ °Ë»ç ¾Ë°í¸®ÁòÀ» ±×´ë·Î GPU ȯ°æ¿¡ Àû¿ëÇÒ °æ¿ì GPUÀÇ ¼º´ÉÀ» Á¦´ë·Î »ç¿ëÇÒ ¼ö ¾ø±â ¶§¹®¿¡ GPU ȯ°æ¿¡ ÃÖÀûÈ­µÈ Ãæµ¹ °¨Áö ¾Ë°í¸®Áò°ú ÀڷᱸÁ¶°¡ ÇÊ¿äÇÏ´Ù. µû¶ó¼­ º» ¿¬±¸¿¡¼­´Â º¯Çü ¹°Ã¼ Ç¥ÇöÀ» À§ÇØ ³Î¸® »ç¿ëµÇ°í ÀÖ´Â Áú·®-½ºÇÁ¸µ ½Ã½ºÅÛÀ» À§ÇÑ GPU ±â¹ÝÀÇ º´·ÄÃæµ¹ °¨Áö ¾Ë°í¸®ÁòÀ» Á¦¾ÈÇÑ´Ù. Á¦¾ÈÇÏ´Â ¹æ¹ýÀº AABB-¿ÁÆ®¸® ±¸Á¶¸¦ ÀÌ¿ëÇÑ GPU ±â¹ÝÀÇ Äøµ ¾Ë°í¸®ÁòÀ» ÅëÇØ Ãæµ¹ °¨Áö ºñ¿ëÀ» ÁÙÀÌ´Â º´·Ä ¾Ë°í¸®Áò°ú ÀÚ·á ±¸Á¶¸¦ »ç¿ëÇÏ¿´´Ù. º» ¿¬±¸¿¡¼­´Â ¸ðµç »ï°¢Çü ½ÖÀÇ Ãæµ¹À» º´·Ä·Î °Ë»çÇÏ´Â ±âÁ¸ ¹æ¹ý°úÀÇ ºñ±³½ÇÇèÀ» ÅëÇÏ¿© Á¦¾È ¾Ë°í¸®ÁòÀÇ È¿À²¼ºÀ» ÀÔÁõÇÏ¿´´Ù. ½ÇÇè°á°ú, Á¦¾ÈµÈ ¹æ¹ýÀº ±âÁ¸ÀÇ ¹æ¹ý¿¡ ºñÇؼ­ Æò±Õ ¾à 24%ÀÇ ¼º´É °³¼±À» º¸¿´´Ù. µû¶ó¼­ Á¦¾ÈÇÏ´Â ¹æ¹ýÀ» ÅëÇؼ­ º¯Çü ¹°Ã¼¿¡ ´ëÇÑ ½Ç½Ã°£ ½Ã¹Ä·¹À̼ÇÀÇ ¼º´É °³¼±ÀÌ °¡´ÉÇÒ °ÍÀ¸·Î ±â´ëÇÑ´Ù.
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(English Abstract)
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.
Å°¿öµå(Keyword) GPU   º´·Ä ÇÁ·Î¼¼½Ì   Ãæµ¹ °¨Áö   º¯Çü ¹°Ã¼   GPU   Parallel Processing   Collision Detection   Deformable Objects  
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