Soft-Body Simulation With CUDA Based on Mass-Spring Model and Verlet Integration Scheme

Zhou Zhang
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引用次数: 5

Abstract

Soft-body simulation is widely used in animation, prostheses, organs, and so on. The most common way is to use 3D software. However, Their simulation models and the data processing speed are limited. Therefore, one model based on the mass-spring mechanism is proposed. To realize real-time rendering, a parallel computing architecture based on the CUDA architecture is introduced. Besides, to increase the accuracy of the simulation, the Verlet integration is employed. The work is to check whether the massively parallel computing method based on the CUDA architecture improves the rendering performance. To meet the minimum requirement to make the human eye comfortable, all the tests had at least a 60 Hz refreshing rate. Also, the soft body of mass-particles and springs has a uniform width and depth, but the height is much smaller. It was modeled to fall under the influence of gravity, and then, to impact on a rigid object. The serial and the parallel methods were not significantly different when the rendering nodes were less than 2,000, but it became apparent when the number of nodes reached 10,000. Therefore, the simulation efficiency of a soft body is improved by the proposed method.
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基于质量-弹簧模型和Verlet积分方案的CUDA软体仿真
软体仿真在动画、假肢、器官等领域有着广泛的应用。最常见的方法是使用3D软件。然而,它们的仿真模型和数据处理速度有限。因此,提出了一种基于质量-弹簧机构的模型。为了实现实时渲染,提出了一种基于CUDA架构的并行计算架构。此外,为了提高仿真的精度,还采用了Verlet积分法。这项工作是为了验证基于CUDA架构的大规模并行计算方法是否提高了渲染性能。为了满足使人眼舒适的最低要求,所有测试的刷新频率至少为60 Hz。此外,质量-粒子和弹簧的软体具有均匀的宽度和深度,但高度要小得多。它的模型是在重力的影响下坠落,然后撞击一个坚硬的物体。当渲染节点数小于2000时,串行和并行方法的差异不显著,但当节点数达到10000时,这种差异变得明显。因此,该方法提高了软体仿真的效率。
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