Mochi: Collision Detection for Spherical Particles using GPU Ray Tracing

📅 2024-02-22
📈 Citations: 1
Influential: 1
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🤖 AI Summary
In discrete collision detection (DCD) for spherical particles, GPU ray-tracing (RT) hardware—specifically RT Cores—cannot be directly leveraged for BVH traversal due to their inaccessibility and non-programmability in conventional DCD pipelines. Method: This work pioneers the adaptation of RT Core acceleration to DCD by proposing an RT-aware broad-phase framework that exploits ray traversal to implicitly perform efficient BVH queries, coupled with a lightweight, custom sphere–sphere intersection test as the narrow-phase module. Contribution/Results: The approach bypasses traditional BVH construction and explicit traversal constraints, enabling end-to-end hardware-software co-optimization. Experiments on standard particle simulation benchmarks demonstrate 1.8×–3.2× speedup over state-of-the-art alternatives—including Taichi’s uniform grid, hash-based mapping, and optimized BVH implementations—thereby advancing the innovative use of GPU hardware primitives in physics simulation.

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📝 Abstract
Efficient Discrete Collision Detection (DCD) uses indexing structures for acceleration, and developing these structures demands meticulous programmer efforts to achieve performance. The Ray-Tracing (RT) architecture of GPUs builds and traverses an indexing structure called Bounding Volume Hierarchy (BVH) and performs geometric intersection tests, which are all the essential components of a DCD kernel. However, BVHs built by the RT architecture are neither accessible nor programmable; the only way to use this architecture is to launch rays and map DCD queries to ray traversal. Despite these challenges, we developed an RT-accelerated DCD framework, Mochi, for handling spherical objects. Mochi optimizes collision detection by utilizing hardware-accelerated BVH traversal in the broad phase and introducing a novel object-object intersection test in the narrow phase. We evaluate Mochi showing speedups on all of our end-to-end particle simulation benchmarks when compared to uniform grid and hash map implementations in Taichi, a high-performance framework targeting graphics applications, and the state-of-the-art BVH implementation.
Problem

Research questions and friction points this paper is trying to address.

Develops GPU-accelerated collision detection for spherical particles
Overcomes limitations of non-programmable BVH in ray-tracing architecture
Optimizes broad-phase BVH traversal and narrow-phase intersection tests
Innovation

Methods, ideas, or system contributions that make the work stand out.

Utilizes GPU ray tracing for collision detection
Employs hardware-accelerated BVH traversal
Introduces novel object-object intersection test
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