[ODE] hw

Charles James Leonardo Quarra Cappiello charsquarra at hotmail.com
Sun May 11 20:47:02 2003


dunno, but third degree polynomial roots solving is the bottleneck of lots 
of collision detection routines, maybe a type of extension for solving them 
quickly would be an enormous gain

>From: "Adam Moravanszky [NovodeX]" <adam.moravanszky@novodex.com>
>To: <ode@q12.org>
>Subject: Re: [ODE] hw
>Date: Sun, 11 May 2003 19:00:12 +0200
>
> >
> > Is anyone working on specialized hardware for collision detection &
> > dynamics?
> >
> > Cheers,
> > Steve
> > OSX freeware and shareware: http://www.dekorte.com/downloads.html
>
>I wrote an article for the upcoming book ShaderX 2 about some GPU based
>linear algebra solvers, including an LCP solver (which is what you need to
>do constrained rigid body simulation).  These run on any graphics card with
>decent DirectX 9 support, and I clocked them to be competitive with or
>faster than SSE2 optimized CPU code.  There is also a paper coming in
>Siggraph 2003 about sparse solvers, which are even more interesting.  So
>clearly, it is not neccesary to create yet another piece of specialized
>hardware for the PC -- with GPUs you already have/will have powerful,
>general purpose floating point vector processors.
>
>--  Adam Moravanszky
>
>/*================*\
>|Chief Software Architect
>|NovodeX AG
>|physics middleware
>|www.novodex.com
>\*================*/
>
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