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Real-time Volume Preserving Constraints for Volumetric Model on GPU

作     者:Hongly Va Min-Hyung Choi Min Hong 

作者机构:Department of Software ConvergenceSoonchunhyang UniversityAsan31538Korea Department of Computer Science and EngineeringUniversity of Colorado DenverDenver80217COUSA Department of Computer Software EngineeringSoonchunhyang UniversityAsan31538Korea 

出 版 物:《Computers, Materials & Continua》 (计算机、材料和连续体(英文))

年 卷 期:2022年第73卷第10期

页      面:831-848页

核心收录:

学科分类:08[工学] 0812[工学-计算机科学与技术(可授工学、理学学位)] 

基  金:This work was supported by the Basic Science Research Program through the National Research Foundation of Korea(NRF-2019R1F1A1062752) funded by the Ministry of Education was funded by BK21 FOUR(Fostering Outstanding Universities for Research)(No.:5199990914048) and was also supported by the Soonchunhyang University Research Fund 

主  题:Deformable object simulation mass-spring system implicit constraint enforcement volume conservation constraint GPU parallel computing 

摘      要:This paper presents a parallel method for simulating real-time 3D deformable objects using the volume preservation mass-spring system method on tetrahedron *** general,the conventional mass-spring system is manipulated as a force-driven method because it is fast,simple to implement,and the parameters can be ***,the springs in traditional mass-spring system can be excessively elongated which cause severe stability and robustness issues that lead to shape restoring,simulation blow-up,and huge volume loss of the deformable *** addition,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 deformable object in ***,the first order implicit constraint enforcement for a mass-spring model is utilized to achieve accurate visual realism of deformable objects with tough constraint *** this paper,we applied the distance constraint and volume conservation constraints for each tetrahedron element to improve the stability of deformable object simulation using the mass-spring system and behave the same as its real-world *** reduce the computational complexity while ensuring stable simulation,we applied a method that utilizes OpenGL compute shader,a part of OpenGL Shading Language(GLSL)that executes on the graphic processing unit(GPU)to solve the numerical problems *** applied the proposed methods to experimental volumetric models,and volume percentages of all objects are *** average volume percentages of all models during the simulation using the mass-spring system,distance constraint,and the volume constraint method were 68.21%,89.64%,and 98.70%,*** proposed approaches are successfully applied to improve the stability of mass-spring system and the performance comparison from our experimental tests also shows that the GPU-based method is faster than CPU-based implementation for all cases.

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