dc.contributor.author | Ingemansson, Adam
Andersson, Patrick
Eriksson, Pontus
Westlund Gotby, Ludvig | |
dc.date.accessioned | 2017-08-09T11:31:11Z | |
dc.date.available | 2017-08-09T11:31:11Z | |
dc.date.issued | 2017-08-09 | |
dc.identifier.uri | http://hdl.handle.net/2077/53318 | |
dc.description.abstract | Physics 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.iso | eng | sv |
dc.subject | Particle, Simulation, Physics, Position-Based Dynamics,Soft-body dynamics | sv |
dc.title | Fast, Interactive Soft-Body Animation A Real-Time Physics Engine using Position-Based Dynamics | sv |
dc.type | text | |
dc.setspec.uppsok | Technology | |
dc.type.uppsok | M2 | |
dc.contributor.department | Göteborgs universitet/Institutionen för data- och informationsteknik | swe |
dc.contributor.department | University of Gothenburg/Department of Computer Science and Engineering | eng |
dc.type.degree | Student essay | |