Implementing mesh-based approaches for deformable objects on GPU

G. Ranzuglia, Paolo Cignoni, F. Ganovelli, Roberto Scopigno
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引用次数: 7

Abstract

These latest years witnessed an impressive improvement of graphics hardware both in terms of features and in terms of computational power. This improvement can be easily observed in computer games, where effects which, until few years ago, could only be achieved with expensive CPU computation are now shown interactively. Although the GPU has been designed for implementing graphics effects, it is still it basically a processing unit with its own memory, and, being specialized for algebraic tasks, supplies a number of floating point operations per second which is orders of magnitude greater than the CPU. This suggested to the graphics community that the GPU could also be used for general purpose computation and a number of papers have been published on how to hack the GPU to this target. Following this trend we propose a framework for using GPU for implementing techniques for deformable objects represented as generic meshes. The framework only assumes than the global computation is the union of local computations, which is true for all the explicit methods.
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在GPU上实现基于网格的可变形对象方法
最近几年见证了图形硬件在功能和计算能力方面的令人印象深刻的改进。这种改进可以很容易地在电脑游戏中观察到,直到几年前,只有通过昂贵的CPU计算才能实现的效果,现在可以交互式地显示出来。虽然GPU是为实现图形效果而设计的,但它基本上仍然是一个拥有自己内存的处理单元,并且专门用于代数任务,每秒提供许多浮点运算,比CPU大几个数量级。这向图形社区表明,GPU也可以用于通用计算,并且已经发表了许多关于如何破解GPU以达到此目标的论文。遵循这一趋势,我们提出了一个框架,用于使用GPU实现表示为通用网格的可变形对象的技术。该框架仅假设全局计算是局部计算的联合,这对所有显式方法都是正确的。
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