Saturday, 18 December | 9:00 AM - 12:45 PM | Room 314

Presented in English / 영어로 발표 됨

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

Friday, 17 December | 7:00 午後 - 10:45 午後 | Room 314

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.



Intended Audience

Intermediate to advanced developers and end users.

Presentation Language

Presented in English / 영어로 발표 됨


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


Introduction  - Yoon
  Basic collision detection methods
  Bounding volume hierarchies and their operations
  Self- and inter-collision detection methods.
  Discrete and continuous detection methods.

Real-time continuous collision detection and penetration depth computation for rigid and articulated characters -Kim
  Continuous collision-detection algorithms for rigid models
  Continuous collision-detection algorithms for articulated models
  Penetration depth computation for rigid models
  Application of continuous collision detection and penetration depth to real-time physics simulation

Collision detection for deformable and fracturing models  - Yoon
  BVH update and reconstruction methods for deforming and fracturing models
  Efficient self-collision detection method
  Various culling techniques for intra- and self-collisions
  Hybrid parallel algorithms

10:45-11:00 am 

Continued: Collision detection for deformable and fracturing models  - Yoon

Accelerating Collision Detection on GPUs -  Harada
  GPU Physics
 Hardware Architecture
 GPU Programming
 Broadphase Collision Detection
 Narrowphase Collision Detection
 Physics + Graphics
 Going Further

Q&A session -  All

Sung-Eui Yoon
Korea Advanced Institute of Science and Technology

Takahiro Harada
Advanced Micro Devices, Inc.

Young J. Kim
Ewha Womans University

Instructor Bios

Sung-Eui Yoon is an assistant professor at Korea Advanced Institute of Science and Technology (KAIST). He received his PhD in computer science from the University of North Carolina at Chapel Hill in 2005 and then became a postdoctoral scholar at Lawrence Livermore National Laboratory. His research interests include scalable proximity computations and interactive ray tracing for massive models. He has published more than 30 technical papers in top journals and conferences related to visualization and graphics. In 2009, he received a distinguished paper award at Pacific Graphics.

Takahiro Harada
Takahiro Harada is a member of the technical staff in AMD's office of the CTO, where he is exploring the possibility of GPU computing but mainly focusing on applications in physics simulation. Before joining AMD, he was engaged in research and development on real-time physics simulation on PCs and game consoles at Havok. He has also been an assistant professor at The University of Tokyo, where he earned his PhD in engineerings.

Young J. Kim
Young J. Kim is an associate professor of computer science and engineering at Ewha Womans University. He received his PhD in computer science in 2000 from Purdue University. Before joining Ewha, he was a postdoctoral research fellow in the Department of Computer Science at the University of North Carolina at Chapel Hill. His research interests include interactive computer graphics, computer games, robotics, haptics, and geometric modeling. He has published more than 50 papers in leading conferences and journals in these fields. He also received the best paper awards at the ACM Solid Modeling Conference in 2003 and the International CAD Conference in 2008, and the best poster award at the Geometric Modeling and Processing conference in 2006.