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首页> 外文期刊>ACM Transactions on Graphics >Vivace: a Practical Gauss-Seidel Method for Stable Soft Body Dynamics
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Vivace: a Practical Gauss-Seidel Method for Stable Soft Body Dynamics

机译:Vivace:稳定的软体动力学的实用高斯-赛德尔方法

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摘要

The solution of large sparse systems of linear constraints is at thernbase of most interactive solvers for physically-based animation ofrnsoft body dynamics. We focus on applications with hard and tightrnper-frame resource budgets, such as video games, where the solutionrnof soft body dynamics needs to be computed in a few milliseconds.rnLinear iterative methods are preferred in these cases sincernthey provide approximate solutions within a given error tolerancernand in a short amount of time. We present a parallel randomizedrnGauss-Seidel method which can be effectively employed tornenable the animation of 3D soft objects discretized as large and irregularrntriangular or tetrahedral meshes. At the beginning of eachrnframe, we partition the set of equations governing the system usingrna randomized graph coloring algorithm. The unknowns in thernequations belonging to the same partition are independent of eachrnother. Then, all the equations belonging to the same partition arernsolved at the same time in parallel. Our algorithm runs completelyrnon the GPU and can support changes in the constraints topology.rnWe tested our method as a solver for soft body dynamics within thernProjective Dynamics and Position Based Dynamics frameworks.rnWe show how the algorithmic simplicity of this iterative strategyrnenables great numerical stability and fast convergence speed, whichrnare essential features for physically based animations with fixed andrnsmall hard time budgets. Compared to the state of the art, we foundrnour method to be faster and scale better while providing stabler solutionsrnfor very small time budgets.
机译:大型线性稀疏稀疏系统的解决方案是大多数交互式求解器基于软身体动力学的基于物理的动画的基础。我们专注于具有严格和严格的帧资源预算的应用程序,例如视频游戏,其中需要在几毫秒内计算出解决方案的柔韧性.rn在这些情况下,首选线性迭代方法,因为它们可以在给定的容错范围内提供近似的解决方案在短时间内。我们提出了一种并行的randomizedrnGauss-Seidel方法,该方法可以有效地撕裂离散化为大且不规则的三角形或四面体网格的3D软物体的动画。在每个帧的开始,我们使用RNA随机图着色算法划分控制系统的方程组。属于同一分区的等式中的未知数彼此独立。然后,同时并行求解属于同一分区的所有方程。我们的算法完全在GPU上运行并且可以支持约束拓扑的变化。rn我们在投影动力学和基于位置的动力学框架内测试了该方法作为软体动力学的求解器。收敛速度,这是具有固定和较小硬时间预算的基于物理的动画的基本功能。与现有技术相比,我们发现我们的方法更快,更好地扩展,同时为非常小的时间预算提供了更稳定的解决方案。

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