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dc.contributor.authorIngemansson, Adam Andersson, Patrick Eriksson, Pontus Westlund Gotby, Ludvig
dc.date.accessioned2017-08-09T11:31:11Z
dc.date.available2017-08-09T11:31:11Z
dc.date.issued2017-08-09
dc.identifier.urihttp://hdl.handle.net/2077/53318
dc.description.abstractPhysics simulations for realistic computer graphics is a subject that has been around for a long time. This paper covers the implementation of a framework called Position-Based Dynamics with the goal to simulate real-time soft-body dynamics in an interactive setting. The implemented simulator can simulate a number of different models, including cloth, in a number of different scenes. The paper also compares two techniques for solving linear systems, Jacobi and Gauss-Seidel, as well as looks at the advantages and problems with using parallelization with several CPU cores. For a CPU implementation it is found that the octree performs better than the uniform grid. A parallel Gauss-Seidel which ignores order of computations is evaluated to show that the incurred overhead error is outweighed by the time gained from parallelization, at least for a low amount of parallel threads.sv
dc.language.isoengsv
dc.subjectParticle, Simulation, Physics, Position-Based Dynamics,Soft-body dynamicssv
dc.titleFast, Interactive Soft-Body Animation A Real-Time Physics Engine using Position-Based Dynamicssv
dc.typetext
dc.setspec.uppsokTechnology
dc.type.uppsokM2
dc.contributor.departmentGöteborgs universitet/Institutionen för data- och informationsteknikswe
dc.contributor.departmentUniversity of Gothenburg/Department of Computer Science and Engineeringeng
dc.type.degreeStudent essay


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