Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D

Performing accurate and precise collision detection is a key to real-time applications in computer graphics, games, physical-based simulation, virtual reality, augmented reality, and research and development. Researchers have developed numerous methods to minimize computation time and enhance the ac...

Full description

Saved in:
Bibliographic Details
Main Authors: Kunthroza Hor, Taeheon Kim, Min Hong
Format: Article
Language:English
Published: MDPI AG 2025-03-01
Series:Engineering Proceedings
Subjects:
Online Access:https://www.mdpi.com/2673-4591/89/1/37
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:Performing accurate and precise collision detection is a key to real-time applications in computer graphics, games, physical-based simulation, virtual reality, augmented reality, and research and development. Researchers have developed numerous methods to minimize computation time and enhance the accuracy of collision detection for pair-object collisions. Although the performance of the central processing unit (CPU) has significantly improved in recent years, it is still insufficient for many applications. In this study, we have developed an improved algorithm for geometric bounding volume hierarchy (BHV) in 3D spatial subdivisions using an Octree-based axis-aligned bounding box (AABB) structure. The AABB structure is used for collision detection and its computation by the central processing unit and graphic processing unit (GPU), which is implemented on the compute shader in Unity3D. AABB was defined as the maximum and minimum hexahedron within an object that is parallel to the coordinate axis. While GPU computing is essential for enhancing the object’s performance. The proposed algorithm approaches Octree AABB-based GPU parallel processing to reduce the calculation or process of simulation for real-time collision detection and handles multiple computations. In the CPU environment, the algorithm spent 2.9 fps when simulating up to 20 objects of the Torus Model that contains 2.3 K vertices and 4.6 K triangles. In the GPU environment, it spent 635.62 fps with 20 objects, and the maximum number increased to 180 objects in real-time.
ISSN:2673-4591