(Figure 1) The Comparing Amount of Performance Between x86 CPU and NVIDIA’s GPU
(Figure 2) Types of Springs Used in Mass Spring System
(Figure 3) 2016 Q1 Game Engine Market Share
(Figure 4) Thread Construction in Compute Shader
(Figure 5) Pseudocode : Collision Detection with Sphere object
(Figure 6) Image of Vector Reflected by Sphere’s Surface
(Figure 7) Velocity as Ray Casted on Sphere Object
(Figure 8) Radius Offset Calculated with Length of Structural Spring
(Figure 9) Performance Comparison between First Method and Second method
(Figure 10) Performance Comparison between CPU and GPU with Proposed Second Method
(Table 1) Environment SW and HW Specification of PC
(Table 2) Parameters of Cloth Simulation
(Table 3) Performed Simulation with Static Sphere Object
(Table 4) Performed Simulation with Moving Sphere Object
참고문헌
- Rommel Garcia, "GPU: The Beast In Data Centers", 2017 [Internet] https://www.slideshare.net/RommelGarcia2/gpu-101-the-beast-in-data-centers
- Hartmann, Gustavo, Geoff Stead, and Asi DeGani. "Cross-platform mobile development." Mobile Learning Environment, Cambridge 16.9 (2011): 158-171.
- Cheng, H. (2009). Interactive Cloth Simulation. Science (pp. 1-8).
- Xavier provot, "Deformation Constraints in a Mass-Spring Model to Describe Rigid Cloth Behavior", Graphics Interface, pp. 147-155, 1995.
- O'Connor, Corey, and Keith Stevens. "Modeling cloth using mass spring systems." Appl. Soft. Comput 12 (2003): 266-273.
- Unity, "Products", [Internet] https://unity3d.com/unity
- Unity, "Company Facts", 2017 [Internet] https://unity3d.com/kr/public-relations
- Owens, J. D., Luebke, D., Govindaraju, N., Harris, M., Kruger, J., Lefohn, A. E., & Purcell, T. J. (2007, March). A survey of general-purpose computation on graphics hardware. In Computer graphics forum (Vol. 26, No. 1, pp. 80-113). Blackwell Publishing Ltd.
- Boyd, Chas. "The DirectX 11 compute shader." ACM SIGGRAPH. Cite page 25 (2008).
- Unity Documentation, "Compute Shader", 2017, https://docs.unity3d.com/Manual/ComputeShaders.html
- MSDN, "numthreads", [INTERNET] https://msdn.microsoft.com/en-us/library/windows/desktop/ff471442(v=vs.85).aspx
- Davis, Philip J., and Philip Rabinowitz, "Methods of numerical integration," Courier Corporation, 2007.
- Owens, J. D., Houston, M., Luebke, D., Green, S., Stone, J. E., & Phillips, J. C. (2008). GPU computing. Proceedings of the IEEE, 96(5), 879-899. https://doi.org/10.1109/JPROC.2008.917757
피인용 문헌
- 디지털 트윈을 적용한 고감도 충돌 시뮬레이션 개발을 위한 연구 vol.16, pp.4, 2018, https://doi.org/10.15683/kosdi.2020.12.31.813