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作 者:Hongly Va Min-Hyung Choi Min Hong
机构地区:[1]Department of Software Convergence,Soonchunhyang University,Asan,31538,Korea [2]Department of Computer Science and Engineering,University of Colorado Denver,Denver,CO 80217,USA [3]Department of Computer Software Engineering,Soonchunhyang University,Asan,31538,Korea
出 处:《Computer Systems Science & Engineering》2022年第5期427-443,共17页计算机系统科学与工程(英文)
基 金:supported by the Basic Science Research Program through the National Research Foundation of Korea(NRF-2019R1F1A1062752);funded by the Ministry of Education;funded by BK21 FOUR(Fostering Outstanding Universities for Research)(No.:5199990914048);supported by the Soonchunhyang University Research Fund.
摘 要:The primary goal of cloth simulation is to express object behavior in a realistic manner and achieve real-time performance by following the fundamental concept of physic.In general,the mass–spring system is applied to real-time cloth simulation with three types of springs.However,hard spring cloth simulation using the mass–spring system requires a small integration time-step in order to use a large stiffness coefficient.Furthermore,to obtain stable behavior,constraint enforcement is used instead of maintenance of the force of each spring.Constraint force computation involves a large sparse linear solving operation.Due to the large computation,we implement a cloth simulation using adaptive constraint activation and deactivation techniques that involve the mass-spring system and constraint enforcement method to prevent excessive elongation of cloth.At the same time,when the length of the spring is stretched or compressed over a defined threshold,adaptive constraint activation and deactivation method deactivates the spring and generate the implicit constraint.Traditional method that uses a serial process of the Central Processing Unit(CPU)to solve the system in every frame cannot handle the complex structure of cloth model in real-time.Our simulation utilizes the Graphic Processing Unit(GPU)parallel processing with compute shader in OpenGL Shading Language(GLSL)to solve the system effectively.In this paper,we design and implement parallel method for cloth simulation,and experiment on the performance and behavior comparison of the mass-spring system,constraint enforcement,and adaptive constraint activation and deactivation techniques the using GPU-based parallel method.
关 键 词:Adaptive constraint cloth simulation constraint enforcement GLSL compute shader mass–spring system parallel GPU
分 类 号:TP391[自动化与计算机技术—计算机应用技术]
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