1,376 research outputs found

    Cloth simulation using hardware tessellation

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    Cloth simulation has long been a topic of interest in computer graphics since the early works of Terzopoulos et al. Over the years many techniques have been developed to simulate cloth. Though the general concern has been on the physical accuracy of the simulation. As the simulation gets closer to computational sciences the complexity also increases which at times may come at the cost of real-time performance. With newer and more powerful graphics hardware coming out each year, researchers are starting to shy away from the traditional CPU implementation and turning towards the GPU to offload work. As the parallel nature of the graphics hardware offer much better performance, researcher can process many tasks, originally sequential tasks, simultaneously on the GPU. I propose a solution that will map current industry standard\u27s position-based dynamics on to the new graphics pipeline. The focus is on performance and visual realism rather than physical accuracy. By implementing such solutions on the graphics hardware, more detailed cloth behavior can be simulated with real-time performance. In this paper, the described cloth simulation solution will be done completely on the GPU through the use of hardware tessellation on the new DirectX 11 graphics pipeline. The solution though originally designed specifically for cloth may also be adapted for generic deformable object (soft body dynamics)

    Implementation of Cloth Simulation Using Parallel Computing on Mobile Device

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    Physically based modeling and simulation is an important technique for deformable object simulation, which is widely used to represent the realistic shape change and movement of objects for mobile game or 3D simulation. However, they require the high computational cost for representing the physical phenomenon on deformable objects when it applied on mobile device. In this paper, we designed and implemented the cloth simulation for deformable object simulation using the parallel technique on mobile device to optimize the computational burden. We especially applied GPU parallel technique for the integration solving process such as Euler, Midpoint, 4th-order Runge-Kutta method to estimate the particles' next status using positions and velocities. Also we applied multi-thread parallel technique for calculating the spring force. Then we compared the performance of each integration methods between under only CPU and CPU with GPU on mobile device. Also we compared the computing time of spring calculation between only CPU and using CPU multi-thread

    Parallel cloth simulation using OpenMp and CUDA

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    The widespread availability of parallel computing architectures has lead to research regarding algorithms and techniques that best exploit available parallelism. In addition to the CPU parallelism available; the GPU has emerged as a parallel computational device. The goal of this study was to explore the combined use of CPU and GPU parallelism by developing a hybrid parallel CPU/GPU cloth simulation application. In order to evaluate the benefits of the hybrid approach, the application was first developed in sequential CPU form, followed by a parallel CPU form. The application uses Backward Euler implicit time integration to solve the differential equations of motion associated with the physical system. The Conjugate Gradient (CG) algorithm is used to determine the solution vector for the system of equations formed by the Backward Euler approach. The matrix/vector, vector/vector, and vector/scalar operations required by CG are handled by calls to BLAS level 1 and level 2 functions. In the sequential CPU and parallel CPU versions, the Intel Math Kernel Library implementation of BLAS is used. In the hybrid parallel CPU/GPU version, the Nvidia CUDA based BLAS implementation (CUBLAS) is used. In the parallel CPU and hybrid implementations, OpenMP directives are used to parallelize the force application loop that traverses the list of forces acting on the system. Runtimes were collected for each version of the application while simulating cloth meshes with particle resolutions of 20x20, 40x40, and 60x60. The performance of each version was compared at each mesh resolution. The level of performance degradation experienced when transitioning to the larger mesh sizes was also determined. The hybrid parallel CPU/GPU implementation yielded the highest frame rate for the 40x40 and 60x60 meshes. The parallel CPU implementation yielded the highest frame rate for the 20x20 mesh. The performance of the hybrid parallel CPU/GPU implementation degraded the least as it transitioned to the two larger mesh sizes. The results of this study will potentially lead to further research regarding the use of GPUs to perform the matrix/vector operations associated with the CG algorithm under more complex cloth simulation scenarios

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Scalable partitioning for parallel position based dynamics

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    We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting the ubiquitous multi-core processors present in current commodity GPUs. The input is a set of particles whose dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node corresponds to a constraint and two constraints are connected by an edge if they influence at least one common particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph such that the resulting topology is q-colourable, where ˆ qˆ ≥ 2 is an arbitrary number. We color the graph, and the constraints with the same color are assigned to the same partition. Then, the set of constraints belonging to each partition is solved in parallel during the animation phase. We demonstrate this by using our partitioning technique; the performance hit caused by the GPU kernel calls is significantly decreased, leaving unaffected the visual quality, robustness and speed of serial position based dynamics

    Learning cloth manipulation with demonstrations

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    Recent advances in Deep Reinforcement learning and computational capabilities of GPUs have led to variety of research being conducted in the learning side of robotics. The main aim being that of making autonomous robots that are capable of learning how to solve a task on their own with minimal requirement for engineering on the planning, vision, or control side. Efforts have been made to learn the manipulation of rigid objects through the help of human demonstrations, specifically in the tasks such as stacking of multiple blocks on top of each other, inserting a pin into a hole, etc. These Deep RL algorithms successfully learn how to complete a task involving the manipulation of rigid objects, but autonomous manipulation of textile objects such as clothes through Deep RL algorithms is still not being studied in the community. The main objectives of this work involve, 1) implementing the state of the art Deep RL algorithms for rigid object manipulation and getting a deep understanding of the working of these various algorithms, 2) Creating an open-source simulation environment for simulating textile objects such as clothes, 3) Designing Deep RL algorithms for learning autonomous manipulation of textile objects through demonstrations.Peer ReviewedPreprin

    High Performance Algorithms for Counting Collisions and Pairwise Interactions

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    The problem of counting collisions or interactions is common in areas as computer graphics and scientific simulations. Since it is a major bottleneck in applications of these areas, a lot of research has been carried out on such subject, mainly focused on techniques that allow calculations to be performed within pruned sets of objects. This paper focuses on how interaction calculation (such as collisions) within these sets can be done more efficiently than existing approaches. Two algorithms are proposed: a sequential algorithm that has linear complexity at the cost of high memory usage; and a parallel algorithm, mathematically proved to be correct, that manages to use GPU resources more efficiently than existing approaches. The proposed and existing algorithms were implemented, and experiments show a speedup of 21.7 for the sequential algorithm (on small problem size), and 1.12 for the parallel proposal (large problem size). By improving interaction calculation, this work contributes to research areas that promote interconnection in the modern world, such as computer graphics and robotics.Comment: Accepted in ICCS 2019 and published in Springer's LNCS series. Supplementary content at https://mjsaldanha.com/articles/1-hpc-ssp
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