A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3D
This research develops an effective and precise collision detection (CD) algorithm for real-time simulation in virtual environments such as computer graphics, realistic and immersive virtual reality (VR), augmented reality (AR) and physical-based simulation within an enhanced algorithm for object co...
Saved in:
Main Authors: | , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
IEEE
2025-01-01
|
Series: | IEEE Access |
Subjects: | |
Online Access: | https://ieeexplore.ieee.org/document/10820353/ |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
_version_ | 1841550833096851456 |
---|---|
author | Kunthroza Hor Nak-Jun Sung Jun Ma Min-Hyung Choi Min Hong |
author_facet | Kunthroza Hor Nak-Jun Sung Jun Ma Min-Hyung Choi Min Hong |
author_sort | Kunthroza Hor |
collection | DOAJ |
description | This research develops an effective and precise collision detection (CD) algorithm for real-time simulation in virtual environments such as computer graphics, realistic and immersive virtual reality (VR), augmented reality (AR) and physical-based simulation within an enhanced algorithm for object collision detection in 3D geometry. We describe an improved algorithm through a comparison in the application of a central processing unit (CPU) and graphics processing units (GPU). Although leveraging CPU for computational speed improvements has gained significant recognition in recent years, this study distinguishes by tracking 3D geometry bounding volume hierarchy (BVH) constructed in a spatial decomposition structure with a focus on Octree-based Axis-Aligned Bounding Box (AABB) structure in 3D scene to compute collision detection to swiftly reject disjoint objects and minimize the number of triangle primitives that need to be processed and then the Möller method is utilized to compute precise triangle primitives, further enhancing the efficiency and precision of the collision detection process. This approach is also designed to implement computation with GPU which utilizes the high-level shader language (HLSL) programming language on the compute shader Unity3D. AABB is structured as the maximum and minimum hexahedron enclosing an object that is parallel to the coordinate axis. Otherwise, GPU computational technique is a crucial method for further enhancing the object’s performance. The proposed method utilizes Octree AABB-based GPU parallel processing to reduce the computational load of real-time collision detection simulations and to handle multiple computations simultaneously. Comparative performance evaluations demonstrate that our GPU-accelerated framework consistently reaches the fastest collision detection times from 1.01 to 45.62 times, respectively. |
format | Article |
id | doaj-art-39f5b35635694e83b3989b5a70a93816 |
institution | Kabale University |
issn | 2169-3536 |
language | English |
publishDate | 2025-01-01 |
publisher | IEEE |
record_format | Article |
series | IEEE Access |
spelling | doaj-art-39f5b35635694e83b3989b5a70a938162025-01-10T00:00:47ZengIEEEIEEE Access2169-35362025-01-01134759477310.1109/ACCESS.2024.352502510820353A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3DKunthroza Hor0https://orcid.org/0009-0000-2910-0302Nak-Jun Sung1https://orcid.org/0000-0003-3514-7152Jun Ma2Min-Hyung Choi3Min Hong4https://orcid.org/0000-0001-9963-5521Department of Software Convergence, Soonchunhyang University, Asan-si, South KoreaDepartment of Software Convergence, Soonchunhyang University, Asan-si, South KoreaDepartment of Software Convergence, Soonchunhyang University, Asan-si, South KoreaDepartment of Computer Science, Saint Louis University, Saint Louis, MO, USADepartment of Computer Software Engineering, Soonchunhyang University, Asan-si, South KoreaThis research develops an effective and precise collision detection (CD) algorithm for real-time simulation in virtual environments such as computer graphics, realistic and immersive virtual reality (VR), augmented reality (AR) and physical-based simulation within an enhanced algorithm for object collision detection in 3D geometry. We describe an improved algorithm through a comparison in the application of a central processing unit (CPU) and graphics processing units (GPU). Although leveraging CPU for computational speed improvements has gained significant recognition in recent years, this study distinguishes by tracking 3D geometry bounding volume hierarchy (BVH) constructed in a spatial decomposition structure with a focus on Octree-based Axis-Aligned Bounding Box (AABB) structure in 3D scene to compute collision detection to swiftly reject disjoint objects and minimize the number of triangle primitives that need to be processed and then the Möller method is utilized to compute precise triangle primitives, further enhancing the efficiency and precision of the collision detection process. This approach is also designed to implement computation with GPU which utilizes the high-level shader language (HLSL) programming language on the compute shader Unity3D. AABB is structured as the maximum and minimum hexahedron enclosing an object that is parallel to the coordinate axis. Otherwise, GPU computational technique is a crucial method for further enhancing the object’s performance. The proposed method utilizes Octree AABB-based GPU parallel processing to reduce the computational load of real-time collision detection simulations and to handle multiple computations simultaneously. Comparative performance evaluations demonstrate that our GPU-accelerated framework consistently reaches the fastest collision detection times from 1.01 to 45.62 times, respectively.https://ieeexplore.ieee.org/document/10820353/Collision detectionoctreespatial divisionspace slicingGPU parallel processingcompute shader |
spellingShingle | Kunthroza Hor Nak-Jun Sung Jun Ma Min-Hyung Choi Min Hong A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3D IEEE Access Collision detection octree spatial division space slicing GPU parallel processing compute shader |
title | A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3D |
title_full | A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3D |
title_fullStr | A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3D |
title_full_unstemmed | A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3D |
title_short | A Fast Parallel Processing Algorithm for Triangle Collision Detection Based on AABB and Octree Space Slicing in Unity3D |
title_sort | fast parallel processing algorithm for triangle collision detection based on aabb and octree space slicing in unity3d |
topic | Collision detection octree spatial division space slicing GPU parallel processing compute shader |
url | https://ieeexplore.ieee.org/document/10820353/ |
work_keys_str_mv | AT kunthrozahor afastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT nakjunsung afastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT junma afastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT minhyungchoi afastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT minhong afastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT kunthrozahor fastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT nakjunsung fastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT junma fastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT minhyungchoi fastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d AT minhong fastparallelprocessingalgorithmfortrianglecollisiondetectionbasedonaabbandoctreespaceslicinginunity3d |