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dc.contributor.authorPorro, Heinichen_US
dc.contributor.authorCrespin, Benoîten_US
dc.contributor.authorHitschfeld-Kahler, Nancyen_US
dc.contributor.authorNavarro, Cristobalen_US
dc.contributor.editorSauvage, Basileen_US
dc.contributor.editorHasic-Telalovic, Jasminkaen_US
dc.date.accessioned2022-04-22T07:54:17Z
dc.date.available2022-04-22T07:54:17Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-171-7
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egp.20221002
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egp20221002
dc.description.abstractWe propose to explore a GPU solution to the fixed-radius nearest-neighbor problem in 2D based on Delaunay triangulations. This problem is crucial for many particle-based simulation techniques for collision detection or momentum exchange between particles. Our method computes the neighborhood of each particle at each iteration without neighbor lists or grids, using a Delaunay triangulation whose consistency is preserved by edge flipping. We study how this approach compares to a grid-based implementation on a flocking simulation with variable parameters.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies --> Physical simulation; Massively parallel and high-performance simulations
dc.subjectComputing methodologies
dc.subjectPhysical simulation
dc.subjectMassively parallel and high
dc.subjectperformance simulations
dc.titleFixed-radius Near Neighbors Searching for 2D Simulations on the GPU using Delaunay Triangulationsen_US
dc.description.seriesinformationEurographics 2022 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egp.20221002
dc.identifier.pages5-6
dc.identifier.pages2 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License