Physics-based simulation of deformable objects is a valuable tool for creating realistic and plausible computer graphics. However, even the calculations involved for simple abstractions like mass-spring models are highly demand- ing, especially when real-time simulation is desired. This diploma thesis explores the possibility to use the powerful vector computation engine present in modern 3D graphics hardware for these calculations and shows a significant performance gain over CPU-based solutions, which in turn allows the use of larger and more detailed models.
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Physics-based simulation of deformable objects is a valuable tool for creating realistic and plausible computer graphics. However, even the calculations involved for simple abstractions like mass-spring models are highly demand- ing, especially when real-time simulation is desired. This diploma thesis explores the possibility to use the powerful vector computation engine present in modern 3D graphics hardware for these calculations and shows a significant performance gain over CPU-based so...
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