“Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations” by Kim, Yoon and Harada – ACM SIGGRAPH HISTORY ARCHIVES

“Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations” by Kim, Yoon and Harada

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    Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations

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Abstract:


    Significant recent advances in collision detection and other proximity queries have made it quite challenging for beginners to keep up with all the published papers and existing rendering systems. This half-day course explains current algorithms and their efficient implementation for interactive games, movies, physically based simulations, robotics, and CAD/CAM.

    The course summarizes how recent developments achieve interactive performance for large-scale rigid, articulated, deforming, and fracturing models in various applications. Then it explores how various proximity computations can be optimized in recent GPUs and integrated with efficient GPU-based simulation methods. This overview of existing techniques and practical solutions helps attendees understand how the field will change in the coming years.


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    Prerequisites

    Basic knowledge of various data structures such as hierarchies. Familiarity with computing-system architecture, graphics hardware, and parallel processing.


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