Abstract: Proximity computation is one of the most fundamental geometric operations for various applications including physically-based simulations, computer graphics, robotics, Etc. Also proximity computation is one of the most time consuming parts in various applications. There have been numerous attempts to accelerate the queries like adopting an acceleration hierarchy to cull redundant computations. Even though these methods are general and improve the performance of various proximity queries by several orders of magnitude, there are ever growing demands for further improving the performance of proximity queries, since the model complexities are also ever growing. Recently, the number of cores on a single chip has continued to increase in order to achieve a higher computing power. Also, various heterogeneous computing architectures consisting of different types of parallel computing resources have been introduced. However, prior acceleration techniques such as using acceleration hierarchies gave less consideration for utilizing such parallel architectures and heterogeneous computing environments. Since we are increasingly seeing more heterogeneous computing environments, it is getting more important to utilize them for proximity queries, in an efficient and robust manner. In this thesis, we employ heterogeneous parallel computing architectures to accelerate the performance of proximity computation for various applications. To efficiently utilize heterogeneous computing resources, we propose parallel computing systems and algorithms for proximity computation. We start with a specific proximity query and design a novel efficient parallel algorithm based on knowledge of the query and computing resources. Then we extend our method to various proximity queries and propose a general proximity computing framework. Also we improve the utilization efficiency of computing resources by designing optimization-based scheduling algorithm. With the proposed methods, an order of magnitude improvement is achieved on various quires by using up to two hexa-core CPUs and four different GPUs over using a single CPU core. In addition we propose an out-of-core proximity computation algorithm to handle a massive data that requires a larger memory space than the memory size of a computing resource in a heterogeneous computing system, especially for the particle-based fluid simulation. The proximity computing system using the out-of-core algorithm robustly works for a large-scale scene and achieves up to two order of magnitude performance improvement over a previous out-of-core approach. These results demonstrate the efficiency and robustness of approaches.