A Modular Framework for Deformation and Fracture using GPU Shaders
Interactive Worlds ARG, Coventry University, Coventry, UK
18th International Conference on Virtual Systems and Multimedia (VSMM), 2012
@inproceedings{morris2012modular,
author={"DerekJohnMorrisandEikeFalkAndersonandChristopherPeters"},
title={"AModularFrameworkforDeformationandFractureusingGPUShaders"},
booktitle={"Proceedingsofthe201218thInternationalConferenceonVirtualSystemsandMultimedia(VSMM)"},
pages={"267-274"},
year={2012},
publisher={"IEEEComputerSociety"},
note={"ISBN:978-1-4673-2563-9"}
}
Advances in the graphical realism of modern video games have been achieved mainly through the development of the GPU (Graphics Processing Unit), providing a dedicated graphics co-processor and framebuffer. The most recent GPU’s are extremely capable and so flexible that it is now possible to implement a wide range of algorithms on graphics hardware that were previously confined to the computer’s CPU (Central Processing Unit). We present a modular framework for real-time simulation of deformation and fracture for use in computer games that, rather than employing a General Purpose GPU (GPGPU) Framework, implements aspects of the simulation within shader programs on recent GPU’s.
October 19, 2012 by hgpu