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dc.contributor.author김영준*
dc.date.accessioned2016-08-28T12:08:56Z-
dc.date.available2016-08-28T12:08:56Z-
dc.date.issued2010*
dc.identifier.isbn9781450304399*
dc.identifier.issn0730-0301*
dc.identifier.otherOAK-7097*
dc.identifier.urihttps://dspace.ewha.ac.kr/handle/2015.oak/221207-
dc.description.abstractWe cull collisions between very large numbers of moving bodies using graphics processing units (GPUs). To perform massively parallel sweep-and-prune (SaP), we mitigate the great density of intervals along the axis of sweep by using principal component analysis to choose the best sweep direction, together with spatial subdivisions to further reduce the number of false positive overlaps. Our algorithm implemented entirely on GPUs using the CUDA framework can handle a million moving objects at interactive rates. As application of our algorithm, we demonstrate the real-time simulation of very large numbers of particles and rigid-body dynamics. © 2010 ACM.*
dc.description.sponsorshipDisney Research;Microsoft Asia;Autodesk*
dc.languageEnglish*
dc.titleReal-time collision culling of a million bodies on graphics processing units*
dc.typeConference Paper*
dc.relation.issue6*
dc.relation.volume29*
dc.relation.indexSCI*
dc.relation.indexSCIE*
dc.relation.indexSCOPUS*
dc.relation.journaltitleACM Transactions on Graphics*
dc.identifier.doi10.1145/1866158.1866180*
dc.identifier.wosidWOS:000284943000018*
dc.identifier.scopusid2-s2.0-78650856937*
dc.author.googleLiu F.*
dc.author.googleHarada T.*
dc.author.googleLee Y.*
dc.author.googleKim Y.J.*
dc.contributor.scopusid김영준(56223507100)*
dc.date.modifydate20240322133440*
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인공지능대학 > 컴퓨터공학과 > Journal papers
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