Real-time Soft Body Simulation using Extended Position-Based Dynamics and Tetrahedral Deformation

Detta är en Kandidat-uppsats från Blekinge Tekniska Högskola/Institutionen för datavetenskap

Sammanfattning: Background. Several methods have been used to simulate soft body deformation, such as mass-spring systems and position-based dynamics. This has been done using tetrahedral mesh models for preservation of shape and volume. In real-time applications however, there is a limitation to how high resolution the model can be, creating the need for optimizations. Objectives. To achieve better performance for high resolution models, tetrahedral deformation is used, making it possible for the tetrahedral mesh and triangle mesh to use different resolutions. In combination with this, the GPU is used to execute the simulation in parallel, improving performance further. Methods. For evaluation of performance and accuracy, an implementation was created to simulate soft body deformation using extended position-based dynamics and the Vulkan graphics API, with the option to use tetrahedral deformation. By experimentation, comparisons are made between using different resolutions on the tetrahedral mesh to the full resolution in terms of performance and accuracy. Results. The results show that performance and accuracy are altered when using tetrahedral deformation on lower resolution tetrahedral mesh. The performance is improved based on the decrease in workload, such as with higher base resolution models or multiple soft bodies. The accuracy is however not correlated to the reduction of resolution, but instead dependant on the rest shape of the model used. Conclusions. The implementation created demonstrates a new optimization that can be used to simulate soft body deformation in parallel on the GPU, with a smaller change in accuracy. Improvements exist in areas of usability, features and other optimizations that can be further explored in future research.

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