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A Broad Phase Collision Detection Algorithm Adapted to Multi-cores Architectures

Recent years have seen the impressive evolution of graphics hardware and processors architecture from single core to multi and many-core architectures. Confronted to this evolution, new trends in collision detection optimisation consist in proposing a solution that maps on the runtime architecture. We present, in this paper, two contributions in the field of collision detection in large-scale environments. We present a first way to parallelise, on a multi-core architecture, the initial step of the collision detection pipeline: the broad-phase. Then, we describe a new formalism of the collision detection pipeline that takes into account runtime architecture. The well-known broadphase algorithm used is the ”Sweep and Prune” and it has been adapted to a multi-threading use. To handle one or more thread per core, critical writing sections and threads idling must be minimised. Our model is able to work on a n-core architecture reducing computation time to detect collision between 3D objects in a large-scale environment.