Title of article
Mass-spring systems on the GPU
Author/Authors
Georgii، نويسنده , , Joachim and Westermann، نويسنده , , Rüdiger، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2005
Pages
10
From page
693
To page
702
Abstract
We present and analyze different implementations of mass-spring systems for interactive simulation of deformable surfaces on graphics processing units (GPUs). For the amount of springs we target, numerical time integration of spring displacements needs to be accelerated and the transfer of displaced point positions for rendering must be avoided. To fulfill these requirements, we exploit features of recent graphics accelerators to simulate spring elongation and compression on the GPU, saving displaced point masses in graphics memory, and then sending these positions through the GPU again to render the deformed surface. Two different simulation algorithms implementing scattering and gathering operations on the GPU are compared with respect to performance and numerical accuracy. We discuss GPU specific issues to be considered in simulation techniques showing similar computation and memory access patterns to mass-spring systems.
Keywords
Physics-based simulation , GPU simulation , Mass-spring systems
Journal title
Simulation Modelling Practice and Theory
Serial Year
2005
Journal title
Simulation Modelling Practice and Theory
Record number
1580408
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