313 research outputs found

    Multilevel Solvers for Unstructured Surface Meshes

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    Parameterization of unstructured surface meshes is of fundamental importance in many applications of digital geometry processing. Such parameterization approaches give rise to large and exceedingly ill-conditioned systems which are difficult or impossible to solve without the use of sophisticated multilevel preconditioning strategies. Since the underlying meshes are very fine to begin with, such multilevel preconditioners require mesh coarsening to build an appropriate hierarchy. In this paper we consider several strategies for the construction of hierarchies using ideas from mesh simplification algorithms used in the computer graphics literature. We introduce two novel hierarchy construction schemes and demonstrate their superior performance when used in conjunction with a multigrid preconditioner

    Interactive Thin Elastic Materials

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    Despite great strides in past years are being made to generate motions of elastic 1 materials such as cloth and biological skin in virtual world, unfortunately, the computational cost of realistic high-resolution simulations currently precludes their use in interactive applications. Thin elastic materials such as cloth and biological skin often exhibit complex nonlinear elastic behaviors. However, modeling elastic nonlinearity can be computationally expensive and numerically unstable, imposing significant challenges for their use in interactive applications. This paper presents a novel simulation framework for simulating realistic material behaviours with interactive frame rate. Central to the framework is the use of a constraint-based multi-resolution solver for efficient and robust modelling of the material nonlinearity. We extend a strain limiting method to work on deformation gradients of triangulated surface models in three dimensional space with a novel data structure. The simulation framework utilises an iterative nonlinear Gauss-Seidel procedure and a multilevel hierarchy structure to achieve computational speed ups. As material non-linearity are generated by enforcing strain limiting constraints at a multilevel hierarchy, our simulation system can rapidly accelerate the convergence of the large constraint system with simultaneous enforcement of boundary conditions. The simplicity and efficiency of the framework makes simulations of highly realistic thin elastic materials substantially fast and is applicable of simulations for interactive applications

    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

    Real-time simulation and visualisation of cloth using edge-based adaptive meshes

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    Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character

    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

    An efficient rotation-free triangle for drape/cloth simulations - Part I: model improvement, dynamic simulation and adaptive remeshing

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    This series of two papers aim to improve the rotation-free (RF) triangle model previously developed by the authors and apply it for drape/cloth simulations. To avoid a previously un-observed drawback, the membrane strain obtained from the three-node displacement interpolation is replaced by the one obtained from the six-node interpolation. Dynamic simulations are made possible by explicit time integration. Instead of using dense structural meshes, the quality of draped patterns is improved by global adaptive remeshing. The works in this paper provide important and necessary techniques for practical applications of the RF triangle in the drape simulation. In part II, other techniques including collision handling and garment construction are further discussed and some practical applications of garments on still and moving human body model would be presented.postprin

    Drape simulation using solid-shell elements and adaptive mesh subdivision

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    In this paper, 4-node quadrilateral and 3-node triangular solid-shell elements are applied to drape simulations. With locking issues alleviated by the assumed natural strain method and plane-stress enforcement, static and dynamic drape problems are attempted by the quadrilateral element. If the drape is deep and the mesh density is inadequate, non-realistic sharp folds are predicted due to the non-physical interpenetration of top and bottom element surfaces. To avoid the interpenetration, a reversible adaptive subdivision based on the 1–4 splitting method is developed. To ensure displacement compatibility among elements at different subdivision levels, macro-transition elements are formed by quadrilateral and triangular solid-shell elements. To reduce the dynamic oscillation induced by newly inserted nodes, the discrete Kirchhoff condition is employed to determine the related nodal variables. Dynamic drape examples using adaptive meshing are presented. It can be seen that the predictions look realistic and deep drapes can be predicted with the interpenetration avoided yet the required number of nodes can be kept relatively small.postprin

    Multilevel Solvers for Unstructured Surface Meshes

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