There is a new paper from the pacific graphics conference hybrid parallel continuous collision detection (HPCCD). I've been wanting to write GPU collision detection system for a while, but was always held back on how to do this efficiently, and easily (ie: not much effort on my part). The hybrid approach proposed sounds great: do all the hard (not-very-easily-made-efficiently-parallel) on the CPU, and just use the GPU for some edge-edge and vertex-face primitive tests. This keeps the GPU doing what it does best, and the CPU doing what it does best.
The paper is available from the above link, and you can download thecollision detection API. UNC maintains some collision detection benchmark scenes.
Thursday, September 10, 2009
Thursday, September 03, 2009
The entire Shader X2 book and source code has now been released and can be downloaded for free! Hot off the press, get it while you can! It is still a worthwhile resource, even if it is DX9-era (2004) technology.
If your in the process of looking for good graphics,games, and physics simulation related books, the Mr. Elusive website has a great list with some fantastic books, and also a few duds.