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Autori principali: Mandarapu, Durga Keerthi, Fuksman, Isaac, Pelenitsyn, Artem, Bernstein, Gilbert, Kulkarni, Milind
Natura: Preprint
Pubblicazione: 2026
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Accesso online:https://arxiv.org/abs/2604.23520
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author Mandarapu, Durga Keerthi
Fuksman, Isaac
Pelenitsyn, Artem
Bernstein, Gilbert
Kulkarni, Milind
author_facet Mandarapu, Durga Keerthi
Fuksman, Isaac
Pelenitsyn, Artem
Bernstein, Gilbert
Kulkarni, Milind
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2604_23520
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Rethinking Collision Detection on GPU Ray Tracing Architecture
Mandarapu, Durga Keerthi
Fuksman, Isaac
Pelenitsyn, Artem
Bernstein, Gilbert
Kulkarni, Milind
Graphics
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.
title Rethinking Collision Detection on GPU Ray Tracing Architecture
topic Graphics
url https://arxiv.org/abs/2604.23520