Solving Large Multibody Dynamics Problems on the GPU
Dan Negrut, Alessandro Tasora, Mihai Anitescu, Hammad Mazhar, Toby Heyn and Arman Pazouki
This paper describes an approach for the dynamic simulation of large collections of rigid bodies interacting through millions of frictional contacts and bilateral mechanical constraints. Thanks to the massive parallelism available on modern GPUs, we are able to simulate sand, granular materials, and other complex physical scenarios with one order of magnitude speed-up when compared to a sequential CPU–based implementation of the discussed algorithms.
The ability to efficiently and accurately simulate the dynamics of rigid multibody systems is relevant ...