PL EN


Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników
Tytuł artykułu

GPU assisted self-collisions of cloths

Wybrane pełne teksty z tego czasopisma
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Nowadays, people expectations about high realism in games are very high and computers have to make a huge effort to compute every simple detail that occurs in a virtual 3D scene. Fortunately, we can use power of Graphics Processing Units (GPU) to compute some part of the most computationally heavy algorithms. In this paper, we present method to accelerate computations on GPU using Compute Shaders based on cloth simulation with self-collisions for big number of cloth’s model vertices (more than 2000).
Rocznik
Strony
39--54
Opis fizyczny
Bibliogr. 14 poz., il.
Twórcy
  • Lodz University of Technology, Faculty of Technical Physics, Computer Science and Applied Mathematics, Wolczanska 215, 90-924 Lodz, Poland
autor
  • Lodz University of Technology, Faculty of Technical Physics, Computer Science and Applied Mathematics, Wolczanska 215, 90-924 Lodz, Poland
Bibliografia
  • [1] Bridson, R., Fedkiw, R., and Anderson, J., Robust Treatment of Collisions, Contact and Friction for Cloth Animation, ACM Trans. Graph., Vol. 21, No. 3, July 2002, pp. 594–603.
  • [2] Fuhrmann, A., Groß, C., and Luckas, V., Interactive Animation of Cloth Including Self Collision Detection. In: WSCG, 2003.
  • [3] Selle, A., Su, J., Irving, G., and Fedkiw, R., Robust high-resolution cloth using parallelism, history-based collisions, and accurate friction, IEEE Transactions on Visualization and Computer Graphics, Vol. 15, No. 2, 2009, pp. 339–350.
  • [4] Volino, P. and Magnenat-Thalmann, N., Interactive Cloth Simulation: Problems and Solutions, In: VirtualWorlds on the Internet, IEEE Publisher, 1998, pp. 175–192.
  • [5] Baraff, D. and Witkin, A., Large Steps in Cloth Simulation, In: Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH ’98, ACM, New York, NY, USA, 1998, pp. 43–54.
  • [6] Lv, M., Li, F., Tang, Y., and Bi, W., A fast self-collision detection method for cloth animation based on constrained particle-based model, In: Digital Media and its Application in Museum & Heritages, Second Workshop on, IEEE, 2007, pp. 140–145.
  • [7] Arthur, K., GPU-Based Cloth Simulation and Rendering, Retrieved from http://kenarthur.bol.ucla.edu/, 2008.
  • [8] Zeller, C., Cloth simulation, White paper NVIDIA, 2007.
  • [9] Rodriguez-Navarro, J. and Susin, A., Non structured meshes for Cloth GPU simulation using FEM, "3rd Workshop in Virtual Reality Interactions and Physical Simulation". Madrid: EUROGRAPHICS, 2006, p. 1-7, 2006.
  • [10] Gast, T. F., Schroeder, C., Stomakhin, A., Jiang, C., and Teran, J. M., Optimization integrator for large time steps, IEEE transactions on visualization and computer graphics, Vol. 21, No. 10, 2015, pp. 1103–1115.
  • [11] Volino, P., Courchesne, M., and Magnenat Thalmann, N., Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects, In: Proceedings of the 22Nd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH ’95, ACM, New York, NY, USA, 1995, pp. 137–144.
  • [12] Müller, M., Dorsey, J., McMillan, L., Jagnow, R., and Cutler, B., Stable Realtime Deformations, In: Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA ’02, ACM, New York, NY, USA, 2002, pp. 49–54.
  • [13] Teschner, M., Heidelberger, B., Müller, M., Pomerantes, D., and Gross, M. H., Optimized Spatial Hashing for Collision Detection of Deformable Objects. In: VMV, Vol. 3, 2003, pp. 47–54.
  • [14] Fisher, M., Cloth, Retrieved from https://graphics.stanford.edu/~mdfisher, 2014.
Uwagi
Opracowanie ze środków MNiSW w ramach umowy 812/P-DUN/2016 na działalność upowszechniającą naukę.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-3a9da44a-ea95-4c4d-bd78-5df65858dd43
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.