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贾世宇, 张维忠, 于晓康, 潘振宽. 基于八叉树的柔性体切割仿真中并行化的碰撞算法[J]. 计算机辅助设计与图形学学报, 2017, 29(12): 2180-2188. DOI: 10.3724/SP.J.1089.2017.16430
引用本文: 贾世宇, 张维忠, 于晓康, 潘振宽. 基于八叉树的柔性体切割仿真中并行化的碰撞算法[J]. 计算机辅助设计与图形学学报, 2017, 29(12): 2180-2188. DOI: 10.3724/SP.J.1089.2017.16430
Jia Shiyu, Zhang Weizhong, Yu Xiaokang, Pan Zhenkuan. Parallel Collision Algorithms for Cutting Simulation of Octree-based Deformable Objects[J]. Journal of Computer-Aided Design & Computer Graphics, 2017, 29(12): 2180-2188. DOI: 10.3724/SP.J.1089.2017.16430
Citation: Jia Shiyu, Zhang Weizhong, Yu Xiaokang, Pan Zhenkuan. Parallel Collision Algorithms for Cutting Simulation of Octree-based Deformable Objects[J]. Journal of Computer-Aided Design & Computer Graphics, 2017, 29(12): 2180-2188. DOI: 10.3724/SP.J.1089.2017.16430

基于八叉树的柔性体切割仿真中并行化的碰撞算法

Parallel Collision Algorithms for Cutting Simulation of Octree-based Deformable Objects

  • 摘要: 为了提高柔性体切割仿真中碰撞处理的运行效率,并解决切割影响变形计算稳定性问题,提出基于八叉树的柔性体切割仿真中碰撞算法的并行化实施方法.该方法使用基于链接体素和自适应八叉树网格的柔性体模型,前者用于描述物质的连接性和构造用于碰撞和图形显示的面网格,后者用于变形计算;在粗略碰撞阶段对八叉树网格构造空间Hash表并构造潜在碰撞对;在精细碰撞阶段根据体素中心的距离场值,使用考虑拓扑关系的距离场插值方法检测碰撞并计算入侵深度;柔性体之间的碰撞和自碰撞处理使用独创的多级检测和约简方法在GPU上运行,同时在CPU上使用多线程运行切割工具与柔性体的碰撞处理;切割算法切断被切割工具扫过的链接,重构切口附近的面网格,递归细分并复制被切割工具扫过的八叉树单元,并使用快速行进法更新距离场.仿真实验结果表明,与3个CPU线程的实现相比,文中GPU加速的柔性体碰撞和自碰撞算法可以将处理速度提高76%~215%;而与单个CPU线程的实现相比,3个CPU线程实现的切割工具与柔性体的碰撞算法可以将处理速度提高132%~190%.

     

    Abstract: To increase the performance of collision processing during deformable cutting simulations, and to solve the problem of cutting negatively affecting the stability of deformation, parallel implementations for collision processing in octree-based deformable cutting simulations are proposed. A linked voxel model representing material connectivity and an adaptive octree mesh used for deformation are combined to model deformable objects. The surface mesh used for collision and graphics display is reconstructed from the linked voxel model. Broad phase collision uses a spatial Hash table of the octree mesh to construct potential collision pairs. Narrow phase collision uses topology-aware distance field interpolation of the distance field values at voxel centers to detect collision and calculate penetration depths. Collision and self-collision of deformable objects are performed on GPU using a novel multi-stage detection and reduction method, while collision between deformable objects and the cutting tool is performed on CPU simultaneously using multi-threading techniques. Cutting is performed by disconnecting links swept by the cutting tool, reconstructing cut surfaces near disconnected links, recursively subdividing and duplicating octree elements, and recalculating distance field values using a fast marching method. The results of simulation tests show that when compared to a 3-threaded CPU implementation, the proposed GPU-accelerated deformable object collision and self-collision algorithm is 76%~215% faster; while a 3-threaded CPU implementation of the proposed cutting tool-deformable object collision algorithm is 132%~190% faster when compared to a single-threaded implementation.

     

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