Simulation of object and human skin formations in a grasping task
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A scalable force propagation approach for web-based deformable simulation of soft tissues
Proceedings of the seventh international conference on 3D Web technology
Simulation of cloud dynamics on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Hardware-based simulation and collision detection for large particle systems
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A Particle System for Interactive Visualization of 3D Flows
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
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We implement deformable virtual object simulations on modern graphics hardware. The deformable objects are modeled using mass spring method. With a large set of mass nodes and springs, the real-time simulations are able to be accomplished using the computational power of GPU. Traditionally, this kind of virtual simulation is difficult to achieve interactive frame rates if simply using CPU processing. Nevertheless, the programmable graphics hardware is unable to communicate between vertices or pixels; neither can it write to constant memory. Therefore, the information required for simulation is encapsulated into several textures. Simulated results are sent to frame buffer after the fragment program terminated. With aid of the Frame Buffer Object, we are able to access content in frame buffer directly as texture. Comparing the simulation throughput of the one using CPU with the other one using GPU, we are pleased with the performance increase through simulating deformable virtual object with mass spring model on modern graphics hardware.