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A GPU-based Implementation of Position Based Dynamics for Interactive Deformable Bodies

Marco Fratarcangeli (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Fabio Pellacini
Journal of Graphics Tools (1086-7651). Vol. 17 (2015), 3, p. 59-66.
[Artikel, refereegranskad vetenskaplig]

Position Based Dynamics (PBD) is a popular approach used for animating constrained particle systems representing soft bodies, rigid bodies, and fluids. In this article, we present a massively parallel implementation of PBD for fast, interactive animation of deformable bodies. We divide the set of constraints in independent partitions using a fast, greedy coloring graph algorithm. Then, during the animation, the constraints belonging to each partition are solved in parallel on the GPU. We employ an efficient simulation pipeline using a memory layout that favors both the memory access time for computation and batching for visualization. Our experiments show that the achieved performance speed-up is several orders of magnitude faster than its serial counterpart.

Nyckelord: computer animation, interactive deformable bodies. 3d computer graphics



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Denna post skapades 2015-07-10. Senast ändrad 2015-07-10.
CPL Pubid: 219708