Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D †
Abstract
:1. Introduction
2. Related Work
3. Methodology
3.1. Octree Structure
3.2. AABB
3.3. GPU Parallel Processing
4. Result and Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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3D Model | Computation Comparison | |||
---|---|---|---|---|
Number of Objects | Average FPS in CPU | Average FPS in GPU | Times | |
Sphere 162 vertices 320 triangles | 10 | 24.16 | 650.98 | 26 |
15 | 12.34 | 645.25 | 52 | |
20 | 7.42 | 643.30 | 86 | |
180 | – | 532.71 | – | |
Torus 2304 vertices 4608 triangles | 10 | 6.83 | 638.34 | 93 |
15 | 4.16 | 637.48 | 153 | |
20 | 2.9 | 635.62 | 219 | |
180 | – | 372.88 | – | |
Bunny 2990 vertices 5976 triangles | 10 | 5.51 | 635.25 | 115 |
15 | 3.39 | 633.52 | 186 | |
20 | 2.39 | 629.19 | 263 | |
180 | – | 360.64 | – | |
Armadillo 6362 vertices 12,720 triangles | 10 | 2.91 | 623.26 | 214 |
15 | 1.87 | 622.19 | 322 | |
20 | – | 619.23 | – | |
180 | – | 196.33 | – |
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Hor, K.; Kim, T.; Hong, M. Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D. Eng. Proc. 2025, 89, 37. https://doi.org/10.3390/engproc2025089037
Hor K, Kim T, Hong M. Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D. Engineering Proceedings. 2025; 89(1):37. https://doi.org/10.3390/engproc2025089037
Chicago/Turabian StyleHor, Kunthroza, Taeheon Kim, and Min Hong. 2025. "Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D" Engineering Proceedings 89, no. 1: 37. https://doi.org/10.3390/engproc2025089037
APA StyleHor, K., Kim, T., & Hong, M. (2025). Fast Collision Detection Method with Octree-Based Parallel Processing in Unity3D. Engineering Proceedings, 89(1), 37. https://doi.org/10.3390/engproc2025089037