Rethinking Collision Detection on GPU Ray Tracing Architecture
Durga Keerthi Mandarapu, Isaac Fuksman, Artem Pelenitsyn, Gilbert Bernstein, Milind Kulkarni

TL;DR
Mochi is a novel GPU-based collision detection method that efficiently handles non-uniform spherical particles by using proxy spheres, resulting in faster and more accurate simulations.
Contribution
It introduces per-object proxy spheres to improve BVH bounding box tightness, supporting both uniform and non-uniform particles on GPU RT architecture.
Findings
Mochi achieves consistent speedups over existing methods.
It guarantees detection of all true collisions.
It effectively handles particles with varying radii.
Abstract
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…
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