Neural Implicit Surfaces for Efficient and Accurate Collisions in
Physically Based Simulations
- URL: http://arxiv.org/abs/2110.01614v1
- Date: Sun, 3 Oct 2021 09:43:01 GMT
- Title: Neural Implicit Surfaces for Efficient and Accurate Collisions in
Physically Based Simulations
- Authors: Hugo Bertiche, Meysam Madadi and Sergio Escalera
- Abstract summary: Collision detection and solving is a significant bottleneck on physically based simulations.
We propose using implicit surface representations learnt through deep learning for collision handling in simulations.
Our proposed architecture has a complexity of O(n) -- or O(1) for a single point query -- and has no parallelization issues.
- Score: 40.679520739784195
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Current trends in the computer graphics community propose leveraging the
massive parallel computational power of GPUs to accelerate physically based
simulations. Collision detection and solving is a fundamental part of this
process. It is also the most significant bottleneck on physically based
simulations and it easily becomes intractable as the number of vertices in the
scene increases. Brute force approaches carry a quadratic growth in both
computational time and memory footprint. While their parallelization is trivial
in GPUs, their complexity discourages from using such approaches. Acceleration
structures -- such as BVH -- are often applied to increase performance,
achieving logarithmic computational times for individual point queries.
Nonetheless, their memory footprint also grows rapidly and their
parallelization in a GPU is problematic due to their branching nature. We
propose using implicit surface representations learnt through deep learning for
collision handling in physically based simulations. Our proposed architecture
has a complexity of O(n) -- or O(1) for a single point query -- and has no
parallelization issues. We will show how this permits accurate and efficient
collision handling in physically based simulations, more specifically, for
cloth. In our experiments, we query up to 1M points in 300 milliseconds.
Related papers
- Sparse Spiking Neural-like Membrane Systems on Graphics Processing Units [0.562479170374811]
Two compression methods for the matrix representation were proposed in a previous work, but they were not implemented nor parallelized on a simulator.
In this paper, they are implemented and parallelized on GPUs as part of a new Spiking Neural P system with delays simulator.
It is concluded that they outperform other solutions based on state-of-the-art GPU libraries when simulating Spiking Neural P systems.
arXiv Detail & Related papers (2024-08-08T10:01:29Z) - Efficient Quantum Circuit Simulation by Tensor Network Methods on Modern GPUs [11.87665112550076]
In quantum hardware, primary simulation methods are based on state vectors and tensor networks.
As the number of qubits and quantum gates grows larger, traditional state-vector based quantum circuit simulation methods prove inadequate due to the overwhelming size of the Hilbert space and extensive entanglement.
In this study, we propose general optimization strategies from two aspects: computational efficiency and accuracy.
arXiv Detail & Related papers (2023-10-06T02:24:05Z) - Efficient techniques to GPU Accelerations of Multi-Shot Quantum
Computing Simulations [0.0]
Current quantum computers are limited because of computer resources, hardware limits, instability, and noises.
Improving quantum computing simulation performance in classical computers will contribute to the development of quantum computers and their algorithms.
arXiv Detail & Related papers (2023-08-07T08:32:36Z) - Local object crop collision network for efficient simulation of
non-convex objects in GPU-based simulators [6.33790920152602]
Our goal is to develop an efficient contact detection algorithm for large-scale simulation of non-network objects.
We propose a data-driven approach for CD, whose accuracy depends only on the quality and quantity of supplementary materials.
arXiv Detail & Related papers (2023-04-19T06:09:12Z) - Simulation-Based Parallel Training [55.41644538483948]
We present our ongoing work to design a training framework that alleviates those bottlenecks.
It generates data in parallel with the training process.
We present a strategy to mitigate this bias with a memory buffer.
arXiv Detail & Related papers (2022-11-08T09:31:25Z) - Efficient GPU implementation of randomized SVD and its applications [17.71779625877989]
Matrix decompositions are ubiquitous in machine learning, including applications in dimensionality data compression and deep learning algorithms.
Typical solutions for matrix decompositions have complexity which significantly increases their computational cost and time.
We leverage efficient processing operations that can be run in parallel on modern Graphical Processing Units (GPUs) to reduce the computational burden of computing matrix decompositions.
arXiv Detail & Related papers (2021-10-05T07:42:41Z) - Providing Meaningful Data Summarizations Using Examplar-based Clustering
in Industry 4.0 [67.80123919697971]
We show, that our GPU implementation provides speedups of up to 72x using single-precision and up to 452x using half-precision compared to conventional CPU algorithms.
We apply our algorithm to real-world data from injection molding manufacturing processes and discuss how found summaries help with steering this specific process to cut costs and reduce the manufacturing of bad parts.
arXiv Detail & Related papers (2021-05-25T15:55:14Z) - Large Batch Simulation for Deep Reinforcement Learning [101.01408262583378]
We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work.
We realize end-to-end training speeds of over 19,000 frames of experience per second on a single and up to 72,000 frames per second on a single eight- GPU machine.
By combining batch simulation and performance optimizations, we demonstrate that Point navigation agents can be trained in complex 3D environments on a single GPU in 1.5 days to 97% of the accuracy of agents trained on a prior state-of-the-art system.
arXiv Detail & Related papers (2021-03-12T00:22:50Z) - Accelerating Feedforward Computation via Parallel Nonlinear Equation
Solving [106.63673243937492]
Feedforward computation, such as evaluating a neural network or sampling from an autoregressive model, is ubiquitous in machine learning.
We frame the task of feedforward computation as solving a system of nonlinear equations. We then propose to find the solution using a Jacobi or Gauss-Seidel fixed-point method, as well as hybrid methods of both.
Our method is guaranteed to give exactly the same values as the original feedforward computation with a reduced (or equal) number of parallelizable iterations, and hence reduced time given sufficient parallel computing power.
arXiv Detail & Related papers (2020-02-10T10:11:31Z) - Efficient classical simulation of random shallow 2D quantum circuits [104.50546079040298]
Random quantum circuits are commonly viewed as hard to simulate classically.
We show that approximate simulation of typical instances is almost as hard as exact simulation.
We also conjecture that sufficiently shallow random circuits are efficiently simulable more generally.
arXiv Detail & Related papers (2019-12-31T19:00:00Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.