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A Modular Framework for Deformation and Fracture using GPU Shaders

Derek John Morris, Eike Falk Anderson, Christopher Peters
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"}

}

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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.
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