- 영문명
- Performance Profiling of Massive Rigid Body Collisions under Bullet Physics Engine
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 김영식(Young sik Kim)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제27권 4호, 11~19쪽, 전체 9쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2014.12.30
국문 초록
영문 초록
In large scale game battle scenes or the virtual reality environment, the scale of the collision handling has been getting bigger and the importance of it has been gradually increasing. In order to compare the collision handling algorithms, this paper develops six different benchmark based on the Bullet physics engine. By massive rigid body collision simulations, the number of collision pairs, the CPU utilization, the memory usage, and the computation time are profiled. For the CPU utilization, the Simple algorithm is the best and provides 19.3% less compared to the other algorithms. In terms of the computation time, the Dbvt algorithm is the best and provides 8.85 times speedup than the worst Simple algorithm. The memory usage of the 32bitAxisSweep3 algorithm is the largest and is average 2.57 times more than the other algorithms. The optimal collision handling algorithm can be selected through performance profiling by considering the criteria such as the minimum computation time, the limited computing resources, the collision shapes and the number of rigid bodies.
목차
1. 서론
2. Bullet 물리엔진의 강체 충돌처리
3. 성능 프로파일링
4. 결 론
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