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Chunked Bounding Volume Hierarchies for Fast Digital Prototyping Using Volumetric Meshes
IEEE Transactions on Visualization and Computer Graphics
|July 11, 2018
Summary
We developed a novel chunking method for Bounding Volume Hierarchies (BVHs) to accelerate collision detection in digital prototyping simulations. This approach significantly speeds up GPU performance for volumetric meshes.
Area of Science:
- Computer Graphics
- Computational Geometry
- Scientific Simulation
Background:
- Collision detection is crucial for accurate digital prototyping simulations.
- Volumetric meshes, common in simulations, lead to larger Bounding Volume Hierarchies (BVHs) than surface meshes.
- Efficiently handling large BVHs on parallel hardware like GPUs is challenging.
Purpose of the Study:
- To propose a novel approach for collision detection of volumetric meshes using chunked BVHs.
- To optimize BVH management for large datasets in digital prototyping.
- To enhance the performance of collision detection on Graphics Processing Units (GPUs).
Main Methods:
- Developed an algorithm to split large volumetric meshes into smaller chunks, each with a limited-size BVH.
- Implemented guided, all-pairs testing on chunked meshes suitable for GPU parallelization.
- Analyzed performance bottlenecks, focusing on data structure conversion and GPU implementation efficiency.
Main Results:
- The proposed chunking method achieved up to a two-orders-of-magnitude speedup on GPUs compared to unchunked approaches.
- Chunking proved simpler and more effective for GPUs than dynamic load balancing methods.
- GPU solutions, even with OpenMP accelerated data conversions, outperformed CPU solutions by 20%.
Conclusions:
- Mesh chunking with limited-height BVHs is an effective strategy for accelerating collision detection on GPUs.
- Data structure conversion, not data transfer, was identified as a key performance impediment.
- The approach demonstrates significant speedups for complex rigid and deformable body simulations across various GPUs.
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