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		<doi>10.1109/SIBGRAPI.2013.17</doi>
		<citationkey>OliveiraEspeOliv:2013:ExSpTi</citationkey>
		<title>Exploiting Space and Time Coherence in Grid-based Sorting</title>
		<format>On-line.</format>
		<year>2013</year>
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		<author>Oliveira, Rubens Carlos Silva,</author>
		<author>Esperança, Claudio,</author>
		<author>Oliveira, Antonio,</author>
		<affiliation>UFRJ</affiliation>
		<affiliation>UFRJ</affiliation>
		<affiliation>UFRJ</affiliation>
		<editor>Boyer, Kim,</editor>
		<editor>Hirata, Nina,</editor>
		<editor>Nedel, Luciana,</editor>
		<editor>Silva, Claudio,</editor>
		<e-mailaddress>claudio.esperanca@gmail.com</e-mailaddress>
		<conferencename>Conference on Graphics, Patterns and Images, 26 (SIBGRAPI)</conferencename>
		<conferencelocation>Arequipa, Peru</conferencelocation>
		<date>5-8 Aug. 2013</date>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Full Paper</tertiarytype>
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		<versiontype>finaldraft</versiontype>
		<keywords>GPU Computing, Sorting, Collision Detection.</keywords>
		<abstract>In recent years, many approaches for real-time simulation of physical phenomena using particles have been proposed. Many of these use 3D grids for representing spatial distributions and employ a collision detection technique where particles must be sorted with respect to the cells they occupy. In this paper we propose several techniques that make it possible to explore spatio-temporal coherence in order to reduce the work needed to produce a correct ordering and thus accelerate the collision detection phase of the simulation. Sequential and GPU-based implementations are discussed, and experimental results are presented. Although devised with particle-based simulations in mind, the proposed techniques have a broader scope, requiring only some means of establishing subsequences of the input which did not change from one frame to the next.</abstract>
		<language>en</language>
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