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Durga Keerthi Mandarapu

Publications and source records attributed to Durga Keerthi Mandarapu.

2 recordsLinked to original sources

Rethinking Collision Detection on GPU Ray Tracing Architecture

Discrete Collision Detection (DCD) is a fundamental task in several domains including particle-based physics simulations. Efficient DCD uses indexing structures such as Bounding Volume Hierarchy (BVH), but accelerating irregular BVH traversals demands meticulous efforts to achieve performance. Modern GPUs feature Ray Tracing (RT) architecture that provides hardware acceleration for BVH traversal and optimized drivers for BVH construction. Recent work has attempted to exploit RT architecture to accelerate DCD on spherical particles by reducing DCD to fixed-radius neighbor search. However, this reduction breaks down for particles with different radii, necessitating the use of large bounding boxes that result in a higher number of duplicate collisions and poor performance. To address these limitations, we present Mochi, a new reduction that reformulates DCD on RT architecture by exploiting the symmetry of collision relations to support both uniform and non-uniform spherical particles efficiently. Mochi introduces per-object proxy spheres that decouple BVH bounding volumes from the collision search radius, enabling significantly tighter bounding boxes without sacrificing correctness. Mochi is provably sound and guarantees that all true collisions are detected. We integrate Mochi into an end-to-end particle simulation pipeline and evaluate it across large-scale particle workloads, showing consistent speedups over state-of-the-art BVH-based and RT-based DCD implementations. Mochi generalizes prior RT-based neighbor search formulations while avoiding their fundamental limitations for non-uniform spheres.

cs.GR↗

Mochi: Fast \& Exact Collision Detection

Collision Detection (CD) has several applications across the domains such as robotics, visual graphics, and fluid mechanics. Finding exact collisions between the objects in the scene is quite computationally intensive. To quickly filter the object pairs that do not result in a collision, bounding boxes are built on the objects, indexed using a Bounding Volume Hierarchy(BVH), and tested for intersection before performing the expensive object-object intersection tests. In state-of-the-art CD libraries, accelerators such as GPUs are used to accelerate BVH traversal by building specialized data structures. The recent addition of ray tracing architecture to GPU hardware is designed to do the same but in the context of implementing a Ray Tracing algorithm to render a graphical scene in real-time. We present Mochi, a fast and exact collision detection engine that accelerates both the broad and narrow phases by taking advantage of the capabilities of Ray Tracing cores. We introduce multiple new reductions to perform generic CD to support three types of objects for CD: simple spherical particles, objects describable by mathematical equations, and complex objects composed of a triangle mesh. By implementing our reductions, Mochi achieves several orders of magnitude speedups on synthetic datasets and 5x-28x speedups on real-world triangle mesh datasets. We further evaluate our reductions thoroughly and provide several architectural insights on the ray tracing cores that are otherwise unknown due to their proprietorship.

cs.GR↗