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dc.contributor.authorTang, Minen_US
dc.contributor.authorTong, Ruofengen_US
dc.contributor.authorNarain, Rahulen_US
dc.contributor.authorMeng, Changen_US
dc.contributor.authorManocha, Dineshen_US
dc.contributor.editorB. Levy, X. Tong, and K. Yinen_US
dc.date.accessioned2015-02-28T16:10:06Z
dc.date.available2015-02-28T16:10:06Z
dc.date.issued2013en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12208en_US
dc.description.abstractWe present a GPU-based streaming algorithm to perform high-resolution and accurate cloth simulation. We map all the components of cloth simulation pipeline, including time integration, collision detection, collision response, and velocity updating to GPU-based kernels and data structures. Our algorithm perform intra-object and inter-object collisions, handles contacts and friction, and is able to accurately simulate folds and wrinkles. We describe the streaming pipeline and address many issues in terms of obtaining high throughput on many-core GPUs. In practice, our algorithm can perform high-fidelity simulation on a cloth mesh with 2M triangles using 3GB of GPU memory. We highlight the parallel performance of our algorithm on three different generations of GPUs. On a high-end NVIDIA Tesla K20c, we observe up to two orders of magnitude performance improvement as compared to a single-threaded CPU-based algorithm, and about one order of magnitude improvement over a 16-core CPU-based parallel implementation.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleA GPU-based Streaming Algorithm for High-Resolution Cloth Simulationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 32-Issue 7
    Pacific Graphics 2013 - Special Issue

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