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Simulation Study, The Gpu-based Real-time Cloth Movement

Posted on:2010-04-01Degree:MasterType:Thesis
Country:ChinaCandidate:J WenFull Text:PDF
GTID:2208360275483737Subject:Software engineering
Abstract/Summary:PDF Full Text Request
Soft body simulation technology in the field of computer animation is a very important research direction. As a result of more deformation ,involved internal force constraint and collision constraint, the actual research is rather complicated. Cloth is the most typicle softbody. There's been many research on cloth simulation. But how to realize a fast and realistic cloth is still a challenge.In this paper, we are in-depth study of the cloth simulation technology.Based on the classic theory of cloth simulation, developed a steady and rapid highly realistic cloth simulation system.The research includes:Improved the traditional mass-spring fabric model, restriced the spring to a restricted length. Solved the "super-elastic" unreal vision effect under the powerful external force. In addition to resolving the rigidity problem of dynamic equations and avoiding the complex work of getting value of spring coefficient, internal force which does not join the numerical resovlve in differential equations, but as the post-particle position correction conditions.We use Verlet numerical integration method to resolve differential equations. Due to the implicit method of computing speed, so the overall performance of our system is stable and fast. As the collision in the system, we realize some collision of fabrics with simple geometries. In the period of response in the collision, we use a more quickly and stable projection method , directly moving the particle along with its normal direction to the obstacle's surface .Since the system uses the Verlet integration method, so in the numerical integrate porcess have explicitly calculate the velocity of particle. Therefore, the use of projection method to deal with the process of collision response of the particles do not have to consider the speed of red tape to fix the problem, but also effective to avoid a "punitive" in response to the collision process prone to the "inertial force" problem.In this paper,I designed a fast and stable cloth simulation system.It's realize curtain with light model,flag in the wind and the cloth fall on the obstacle. However, through experimental tests, we found that when more than 1,000 fabric particles or increased the number of obstacles on the scene, the whole system is running very slow.So we provide GPU-based alghrithm to speed up the calculation of fabric simulation program. GPU has more render channels and memory bandwidth. It's running quickly. As the particle system character of fabric model, it is suitable for parallel computing. GPU-based algorithm is based on CPU's algorithm.there difference is in data storage .in GPU data stored in texture. Mostly of algorithm realized in pix processor.Through experiments based on the GPU-accelerated simulation system of the fabric, we conclude that our algorithm is in good performance.
Keywords/Search Tags:cloth simulation, particle-spring model, Verlet, collision detection
PDF Full Text Request
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