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首页> 外文期刊>ACM Transactions on Graphics >A Safe and Fast Repulsion Method for GPU-based Cloth Self Collisions
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A Safe and Fast Repulsion Method for GPU-based Cloth Self Collisions

机译:基于GPU的布自碰撞的安全和快速排斥方法

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Cloth dynamics and collision handling are the two most challenging topics in cloth simulation. While researchers have substantially improved the performances of cloth dynamics solvers recently, their success in fast collision detection and handling is rather limited. In this article, we focus our research on the safety, efficiency, and realism of the repulsion-based collision handling approach, which has demonstrated its potential in existing GPU-based simulators. Our first discovery is the necessary vertex distance conditions for cloth to enter self intersections, the negations of which can be viewed as vertex distance constraints continuous in time for sufficiently avoiding self collisions. Continuous constraints, however, cannot be enforced with ease. Our solution is to convert continuous constraints into three types of constraints: discrete edge length constraints, discrete vertex distance constraints, and vertex displacement constraints. Based on this solution, we develop a fast and safe collision handling process for enforcing constraints, a novel splitting method for integrating collision handling with dynamics solvers, and static and adaptive remeshing schemes to further improve the runtime performance. In summary, our cloth simulator is efficient, safe, robust, and parallelizable on a GPU. The experiment shows that it runs at least one order of magnitude faster than existing simulators.
机译:布动态和冲突处理是在布料模拟两个最具挑战性的话题。虽然研究人员最近大幅改善动态布求解的表演,他们的快速碰撞检测和处理的成功相当有限。在这篇文章中,我们重点研究的安全性,效率,和基于排斥冲突处理办法,这已经证明了其在现有的基于GPU的仿真潜在的真实感。我们的第一个发现是用于布进入自相交必要的顶点距离的条件下,其可以被视为顶点的距离约束在时间为充分避免自碰撞连续的否定。连续的限制,但是,不能轻易实施。我们的解决方案是连续的约束转换成三种类型的约束:离散边缘长度约束,离散顶点距离的限制,和顶点位移约束。在此基础上的解决方案,我们开发了强制约束的快速和安全的冲突处理过程,用动力学解算器,以及静态和自适应网格计划纳入冲突处理,进一步提高了运行时性能的新颖的分割方法。总之,我们的布模拟器是高效,安全,可靠和并行在GPU上。实验表明,它运行幅度至少一个数量级比现有的模拟速度更快。

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