{"id":2958,"date":"2011-02-24T22:12:21","date_gmt":"2011-02-24T22:12:21","guid":{"rendered":"http:\/\/hgpu.org\/?p=2958"},"modified":"2011-02-24T22:12:21","modified_gmt":"2011-02-24T22:12:21","slug":"cloth-simulation-on-the-gpu","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=2958","title":{"rendered":"Cloth Simulation on the GPU"},"content":{"rendered":"<p>Building on the trend of offloading more tasks from the CPU to the GPU to take advantage of the GPU&#8217;s steeper performance curve, we propose a new method to simulate cloth on any GPU supporting Shader Model 3. Our implementation is geared toward performance and visual realism, rather than physical accuracy. As such, it&#8217;s more suitable to applications such as 3D games and virtual reality systems. These applications usually don&#8217;t need the result of the cloth simulation on the CPU as it is only used for rendering, making a GPU implementation even more relevant. Cloth simulation lends itself well to a GPU implementation since a piece of cloth can be modeled as a 2D network of many particles with the same dynamic, thus mapping naturally to a texture processed by the same pixel shader. Such a mapping is also texture cache friendly since each particle generally interacts only with its neighboring particles.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Building on the trend of offloading more tasks from the CPU to the GPU to take advantage of the GPU&#8217;s steeper performance curve, we propose a new method to simulate cloth on any GPU supporting Shader Model 3. Our implementation is geared toward performance and visual realism, rather than physical accuracy. As such, it&#8217;s more [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,3],"tags":[1797,1782,20,385,182,119,144],"class_list":["post-2958","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-nvidia","tag-nvidia-geforce-6800-ultra","tag-opengl","tag-presentation","tag-rendering"],"views":3330,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2958","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2958"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2958\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2958"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2958"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2958"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}