Real-Time Deformation of Subdivision Surfaces from Object Collisions

Real-Time Deformation of Subdivision Surfaces from Object Collisions

Veröffentlicht 2014

Abstract

We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle collisions with arbitrary animated geometry. Our approach runs entirely on the GPU, avoiding costly CPU-GPU memory transfer and exploiting the GPU’s computational power. Surfaces are rendered with the hardware tessellation unit, allowing for adaptively-rendered, high-frequency surface detail. Ultimately, our algorithm enables fine-scale surface deformations from geometry impact with very little computational overhead, running well below a millisecond even in complex scenes. As our results demonstrate, our approach is ideally suited to many real-time applications such as video games and authoring tools.

Paper

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Bibtex

@inproceedings{schafer2014real,
  title={{Real-Time Deformation of Subdivision Surfaces from Object Collisions}},
  author={Sch{\"a}fer, Henry and Keinert, Benjamin and Nie{\ss}ner, Matthias and Buchenau, Christoph and Guthe, Michael and Stamminger, Marc},
  booktitle={Proceedings of the 6th High-Performance Graphics Conference},
  pages={--},
  year={2014},
  organization={ACM / Eurographics}
}


Quelle

Proceedings of the 6th High-Performance Graphics Conference
2014; S. 89-96;
High Performance Graphics 2014 (23.06.2014)
Lyon

Herausgeber

  • Eurographics Association