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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
Conference or Workshop Item, Bibliographie

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.

Item Type: Conference or Workshop Item
Erschienen: 2013
Creators: Schmitt, Nikolas ; Knuth, Martin ; Bender, Jan ; Kuijper, Arjan
Type of entry: Bibliographie
Title: Multilevel Cloth Simulation using GPU Surface Sampling
Language: English
Date: 2013
Publisher: Eurographics Association, Goslar
Event Title: VRIPHYS 13: 10th Workshop in Virtual Reality Interactions and Physical Simulations
DOI: 10.2312/PE.vriphys.vriphys13.001-010
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.

Uncontrolled Keywords: Business Field: Virtual engineering, Cloth modeling, Cloth simulation, Animation, Garment design, GPU computing
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Date Deposited: 12 Nov 2018 11:16
Last Modified: 12 Nov 2018 11:16
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