Rethinking Collision Detection on GPU Ray Tracing Architecture

๐Ÿ“… 2026-04-25
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๐Ÿค– AI Summary
Traditional GPU ray tracing architectures suffer significant performance degradation when handling spherical particles with non-uniform radii, primarily due to overly conservative bounding volumes that induce redundant intersection tests. This work proposes Mochi, a novel approach that decouples the bounding volume hierarchy (BVH) from collision search radii by introducing object-level proxy spheres. Leveraging the symmetry of collision relationships, Mochi reformulates the proximity detection problem to generate tighter bounding volumes, ensuring completeness without missing any true collisions. The method accommodates both uniform and non-uniform particle radii while maintaining correctness. By exploiting GPU-accelerated ray tracing hardware for efficient BVH construction and traversal, Mochi achieves substantial performance gains over existing BVH- and ray tracingโ€“based methods in large-scale particle simulations, delivering robust and scalable acceleration.

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๐Ÿ“ Abstract
Discrete Collision Detection (DCD) is a fundamental task in several domains including particle-based physics simulations. Efficient DCD uses indexing structures such as Bounding Volume Hierarchy (BVH), but accelerating irregular BVH traversals demands meticulous efforts to achieve performance. Modern GPUs feature Ray Tracing (RT) architecture that provides hardware acceleration for BVH traversal and optimized drivers for BVH construction. Recent work has attempted to exploit RT architecture to accelerate DCD on spherical particles by reducing DCD to fixed-radius neighbor search. However, this reduction breaks down for particles with different radii, necessitating the use of large bounding boxes that result in a higher number of duplicate collisions and poor performance. To address these limitations, we present Mochi, a new reduction that reformulates DCD on RT architecture by exploiting the symmetry of collision relations to support both uniform and non-uniform spherical particles efficiently. Mochi introduces per-object proxy spheres that decouple BVH bounding volumes from the collision search radius, enabling significantly tighter bounding boxes without sacrificing correctness. Mochi is provably sound and guarantees that all true collisions are detected. We integrate Mochi into an end-to-end particle simulation pipeline and evaluate it across large-scale particle workloads, showing consistent speedups over state-of-the-art BVH-based and RT-based DCD implementations. Mochi generalizes prior RT-based neighbor search formulations while avoiding their fundamental limitations for non-uniform spheres.
Problem

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

Collision Detection
GPU Ray Tracing
Bounding Volume Hierarchy
Non-uniform Spheres
Discrete Collision Detection
Innovation

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

GPU Ray Tracing
Collision Detection
Bounding Volume Hierarchy
Proxy Spheres
Non-uniform Particles
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