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Multilevel Cloth Simulation using GPU Surface Sampling

Schmitt, Nikolas ; Knuth, Martin ; Bender, Jan ; Kuijper, Arjan (2013)
Multilevel Cloth Simulation using GPU Surface Sampling.
VRIPHYS 13: 10th Workshop in Virtual Reality Interactions and Physical Simulations.
doi: 10.2312/PE.vriphys.vriphys13.001-010
Konferenzveröffentlichung, Bibliographie

Kurzbeschreibung (Abstract)

Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances between particles are equal. In this paper we introduce a cloth simulation that combines both model types. All operations that are performed on the CPU use a low-resolution triangle mesh while GPU-based methods are performed efficiently on a high-resolution grid representation. Both models are coupled by a sampling operation which renders triangle vertex data into a texture and by a corresponding projection of texel data onto a mesh. The presented scheme is very flexible and allows individual components to be performed on different architectures, data representations and detail levels. The results are combined using shader programs which causes a negligible overhead. We have implemented CPU-based collision handling and a GPU-based hierarchical constraint solver to simulate systems with more than 230k particles in real-time.

Typ des Eintrags: Konferenzveröffentlichung
Erschienen: 2013
Autor(en): Schmitt, Nikolas ; Knuth, Martin ; Bender, Jan ; Kuijper, Arjan
Art des Eintrags: Bibliographie
Titel: Multilevel Cloth Simulation using GPU Surface Sampling
Sprache: Englisch
Publikationsjahr: 2013
Verlag: Eurographics Association, Goslar
Veranstaltungstitel: VRIPHYS 13: 10th Workshop in Virtual Reality Interactions and Physical Simulations
DOI: 10.2312/PE.vriphys.vriphys13.001-010
Kurzbeschreibung (Abstract):

Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances between particles are equal. In this paper we introduce a cloth simulation that combines both model types. All operations that are performed on the CPU use a low-resolution triangle mesh while GPU-based methods are performed efficiently on a high-resolution grid representation. Both models are coupled by a sampling operation which renders triangle vertex data into a texture and by a corresponding projection of texel data onto a mesh. The presented scheme is very flexible and allows individual components to be performed on different architectures, data representations and detail levels. The results are combined using shader programs which causes a negligible overhead. We have implemented CPU-based collision handling and a GPU-based hierarchical constraint solver to simulate systems with more than 230k particles in real-time.

Freie Schlagworte: Business Field: Virtual engineering, Cloth modeling, Cloth simulation, Animation, Garment design, GPU computing
Fachbereich(e)/-gebiet(e): 20 Fachbereich Informatik
20 Fachbereich Informatik > Graphisch-Interaktive Systeme
Hinterlegungsdatum: 12 Nov 2018 11:16
Letzte Änderung: 12 Nov 2018 11:16
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