Advances in the graphical realism of modern videoudgames have been achieved mainly through the development ofudthe GPU (Graphics Processing Unit), providing a dedicatedudgraphics co-processor and framebuffer. The most recent GPU’sudare extremely capable and so flexible that it is now possible toudimplement a wide range of algorithms on graphics hardwareudthat were previously confined to the computer’s CPU (CentraludProcessing Unit). We present a modular framework for real-timeudsimulation of deformation and fracture for use in computer gamesudthat, rather than employing a General Purpose GPU (GPGPU)udFramework, implements aspects of the simulation within shaderudprograms on recent GPU’s.
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