Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D

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Název: Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D
Autoři: Kunthroza Hor, Taeheon Kim, Min Hong
Zdroj: Engineering Proceedings ; Volume 89 ; Issue 1 ; Pages: 37
Informace o vydavateli: Multidisciplinary Digital Publishing Institute
Rok vydání: 2025
Sbírka: MDPI Open Access Publishing
Témata: collision detection, octree, GPU parallel processing, compute shader, unity3D
Popis: Performing accurate and precise collision detection is a key to real-time applications in computer graphics, games, physical-based simulation, virtual reality, augmented reality, and research and development. Researchers have developed numerous methods to minimize computation time and enhance the accuracy of collision detection for pair-object collisions. Although the performance of the central processing unit (CPU) has significantly improved in recent years, it is still insufficient for many applications. In this study, we have developed an improved algorithm for geometric bounding volume hierarchy (BHV) in 3D spatial subdivisions using an Octree-based axis-aligned bounding box (AABB) structure. The AABB structure is used for collision detection and its computation by the central processing unit and graphic processing unit (GPU), which is implemented on the compute shader in Unity3D. AABB was defined as the maximum and minimum hexahedron within an object that is parallel to the coordinate axis. While GPU computing is essential for enhancing the object’s performance. The proposed algorithm approaches Octree AABB-based GPU parallel processing to reduce the calculation or process of simulation for real-time collision detection and handles multiple computations. In the CPU environment, the algorithm spent 2.9 fps when simulating up to 20 objects of the Torus Model that contains 2.3 K vertices and 4.6 K triangles. In the GPU environment, it spent 635.62 fps with 20 objects, and the maximum number increased to 180 objects in real-time.
Druh dokumentu: text
Popis souboru: application/pdf
Jazyk: English
Relation: https://dx.doi.org/10.3390/engproc2025089037
DOI: 10.3390/engproc2025089037
Dostupnost: https://doi.org/10.3390/engproc2025089037
Rights: https://creativecommons.org/licenses/by/4.0/
Přístupové číslo: edsbas.A3C5905
Databáze: BASE
Popis
Abstrakt:Performing accurate and precise collision detection is a key to real-time applications in computer graphics, games, physical-based simulation, virtual reality, augmented reality, and research and development. Researchers have developed numerous methods to minimize computation time and enhance the accuracy of collision detection for pair-object collisions. Although the performance of the central processing unit (CPU) has significantly improved in recent years, it is still insufficient for many applications. In this study, we have developed an improved algorithm for geometric bounding volume hierarchy (BHV) in 3D spatial subdivisions using an Octree-based axis-aligned bounding box (AABB) structure. The AABB structure is used for collision detection and its computation by the central processing unit and graphic processing unit (GPU), which is implemented on the compute shader in Unity3D. AABB was defined as the maximum and minimum hexahedron within an object that is parallel to the coordinate axis. While GPU computing is essential for enhancing the object’s performance. The proposed algorithm approaches Octree AABB-based GPU parallel processing to reduce the calculation or process of simulation for real-time collision detection and handles multiple computations. In the CPU environment, the algorithm spent 2.9 fps when simulating up to 20 objects of the Torus Model that contains 2.3 K vertices and 4.6 K triangles. In the GPU environment, it spent 635.62 fps with 20 objects, and the maximum number increased to 180 objects in real-time.
DOI:10.3390/engproc2025089037