A Novel GPU-Based Deformation Pipeline
Author(s) -
Muhammad Mobeen Movania,
Feng Lin
Publication year - 2011
Publication title -
isrn computer graphics
Language(s) - English
Resource type - Journals
ISSN - 2090-7869
DOI - 10.5402/2012/936315
Subject(s) - computer science , shader , rendering (computer graphics) , general purpose computing on graphics processing units , solver , pipeline (software) , graphics pipeline , cuda , parallel computing , exploit , computer graphics (images) , computational science , graphics , 3d computer graphics , computer security , programming language
We present a new deformation pipeline that is independent of the integration solver used and allows fast rendering of deformable soft bodies on the GPU. The proposed method exploits the transform feedback mechanism of the modern GPU to by-pass the CPU read- back thus, reusing the modified positions and/or velocities of the deformable object in a single pass in real-time. The whole process is being carried out on the GPU. Prior approaches have resorted to CPU readback along with the GPGPU mechanism. In contrast, our approach does not require these steps thus saving the GPU band- width for other tasks. We describe our algorithm along with imple- mentation details on the modern GPU and finally conclude with a look at the experimental results. We show how easy it is to inte- grate any existing integration solver into the proposed pipeline by implementing explicit Euler integration in the vertex shader on the GPU.
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