Title
Cloth simulation using AABB hierarchies and GPU parallelism
Date Issued
01 January 2010
Access level
open access
Resource Type
conference paper
Author(s)
São Paulo University
Publisher(s)
IEEE Computer Society
Abstract
Providing realistic, high-resolution and highfidelity representation of motions ia essential in the cloth simulation problem. In order to make high resolution simulations tractable, several algorithms have been developed that manage cloth-object interactions efficiently through specialized data structures such as AABB trees. However, implementation restrictions on single CPU architectures impose certain limits on quality and performance in high-demanding simulations, motivating the study of new implementation techniques. In this paper we address several critical issues in high resolution cloth simulation, enabling us to represent and simulate intricate folds and wrinkles. We employ AABB hierarchies to optimize detection and response in cloth-object collisions. By employing a multi-processor approach on multi-threaded CPU and an emerging multi-core GPU-CUDA architecture, we quantitatively evaluate the workload and computational effort of the cloth simulation application. In addition to this quantitative performance evaluation on multi-processor architectures we illustrate the potential of our approach by presenting a variety of high-quality and high-resolution simulations of cloth behavior under different cloth-object interactions. © 2010 IEEE.
Start page
97
End page
107
Number
5772277
Language
English
OCDE Knowledge area
Ingeniería de sistemas y comunicaciones
Ciencias de la computación
Subjects
Scopus EID
2-s2.0-79960215600
Resource of which it is part
Proceedings - 2010 Brazilian Symposium on Games and Digital Entertainment, SBGames 2010
ISBN of the container
978-076954359-8
Conference
Proceedings - 2010 Brazilian Symposium on Games and Digital Entertainment, SBGames 2010
Sources of information:
Directorio de Producción Científica
Scopus