Collision detection is a complex and very time consuming task in many
applications and has been a vital research topic in computer graphics
for years. In this talk I will present a new alternative hybrid CPU/GPU
collision detection technique for rigid and deformable objects based on
spatial subdivision. The approach efficiently exploits the massive
computational capabilities of modern CPUs and GPUs commonly found in
off-the-shelf computer systems. The algorithm is specifically tailored
to be highly scalable on both the CPU and the GPU sides. It is able to
compute discrete and continuous external and self-collisions of
nonpenetrating rigid and deformable objects consisting of many tens of
thousands of triangles in a few milliseconds on a modern PC. The
implementation is orders of magnitude faster than earlier CPU-based
approaches and up to twice as fast as the most recent GPU-based techniques.