• DocumentCode
    3192350
  • Title

    Cloth Simulation Using AABB Hierarchies and GPU Parallelism

  • Author

    Salazar, Frizzi San Roman ; Machado, Bruno Brandoli ; Ocsa, Alexander ; De Oliveira, Maria Cristina F

  • Author_Institution
    Math. & Comput. Sci. Inst. (ICMC), Sao Paulo Univ., Sao Carlos, Brazil
  • fYear
    2010
  • fDate
    8-10 Nov. 2010
  • Firstpage
    97
  • Lastpage
    107
  • Abstract
    Providing realistic, high-resolution and high fidelity 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.
  • Keywords
    clothing; computer architecture; computer graphics; multiprocessing systems; production engineering computing; AABB hierarchies; AABB trees; GPU parallelism; cloth simulation; cloth-object collision; cloth-object interaction; multicore GPU-CUDA architecture; multiprocessor approach; multithreaded CPU; Animation; Computational modeling; Deformable models; Force; Mathematical model; Numerical models; Springs; Cloth simulation; cloth modeling; physically based modeling.;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games and Digital Entertainment (SBGAMES), 2010 Brazilian Symposium on
  • Conference_Location
    Florianopolis
  • ISSN
    2159-6654
  • Print_ISBN
    978-1-61284-391-9
  • Electronic_ISBN
    2159-6654
  • Type

    conf

  • DOI
    10.1109/SBGAMES.2010.17
  • Filename
    5772277