An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation
dc.contributor.author | Faure, Xavier | en_US |
dc.contributor.author | Zara, Florence | en_US |
dc.contributor.author | Jaillet, Fabrice | en_US |
dc.contributor.author | Moreau, Jean-Michel | en_US |
dc.date.accessioned | 2013-11-08T10:53:57Z | |
dc.date.available | 2013-11-08T10:53:57Z | |
dc.date.issued | 2012 | en_US |
dc.description.abstract | The realistic and interactive simulation of deformable objects has become a challenge in Computer Graphics. In this paper, we propose a GPU implementation of the resolution of the mechanical equations, using a semi-implicit as well as an implicit integration scheme. At the contrary of the classical FEM approach, forces are directly computed at each node of the discretized objects, using the evaluation of the strain energy density of the elements. This approach allows to mix several mechanical behaviors in the same object. Results show a notable speedup of 30, especially in the case of complex scenes. Running times shows that this efficient implementation may contribute to make this model more popular for soft bodies simulations. | en_US |
dc.description.seriesinformation | Workshop on Virtual Reality Interaction and Physical Simulation | en_US |
dc.identifier.isbn | 978-3-905673-96-8 | en_US |
dc.identifier.uri | https://doi.org/10.2312/PE/vriphys/vriphys12/001-010 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry and Object Modeling | en_US |
dc.subject | Physically based modeling | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Animation and Virtual Reality | en_US |
dc.subject | I.6.8 [Simulation And Modeling] | en_US |
dc.subject | Types of Simulation | en_US |
dc.subject | Parallel | en_US |
dc.title | An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation | en_US |