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Large steps in GPU-based deformable bodies simulation

delete2005-11-01
delete21
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E
Eduardo Tejada
T
Thomas Ertl
DOI:10.1016/j.simpat.2005.08.005delete
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Abstract

Abstract

En 中文
The interactive deformation and visualization of volumetric objects is still a challenging problem for many application areas. We present a novel integrated system which implements physically-based deformation and volume visualization of tetrahedral meshes on modern graphics hardware by exploiting the last features of vertex and fragment shaders. We achieve fast and stable deformation of tetrahedral meshes by means of a GPU-based implicit solver and present a hardware-based single-pass raycaster for deformed tetrahedral meshes. Thus, direct visualization of the inner structures of the deformed mesh is possible, while keeping the data on the graphics hardware throughout the entire simulation. (c) 2005 Elsevier B.V. All rights reserved.
Keywords:
GPU computing
deformable bodies
implicit integration
physical simulation
volume rendering
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Journal

Simulation Modelling Practice and Theory cover
Simulation Modelling Practice and Theory
IF:
4.6
Papers:
2.6K
Citations:
4.8K

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