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http://dx.doi.org/10.7472/jksii.2017.18.3.29

The Performance Analysis of GPU-based Cloth simulation according to the Change of Work Group Configuration  

Choi, Young-Hwan (Dept of Computer Science, Soonchunhyang University)
Hong, Min (Dept of Computer Software Engineering, Soonchunhyang University)
Lee, Seung-Hyun (School of Architectural Engineering, Hongik University)
Choi, Yoo-Joo (Dept of Newmedia, Seoul Media Institute of Technology)
Publication Information
Journal of Internet Computing and Services / v.18, no.3, 2017 , pp. 29-36 More about this Journal
Abstract
In these days, 3D dynamic simulation is closely related to many industries. In the past, physically-based 3D simulation was used mainly in the car crash or construction related fields, but it also plays an important role in movies or games today. Many mathematical computations are needed to represent the 3D object realistically, but it is difficult to process a large amount of calculations for simulation of application based on CPU in real-time. Recently, with the advanced graphic hardware and improved architecture, GPU can be utilized for the general purposes of computation function as well as graphic computation. Many approaches using GPU have been applied for various research fields. In this paper, we analyze the performance variation of two cloth simulation algorithms based on GPU according to the change of execution properties of GPU shaders in oder to optimize the performance of GPU-based cloth simulation. Cloth simulation is implemented by the spring centric algorithm and node centric algorithm with GPU parallel computing using compute shader of GLSL 4.3. We compare the performance of between these algorithms according to the change of the size and dimension of work group. The experiment is repeated to 10 times during 5,000 frames for each test and experimental results are provided by averaging of FPS. The experimental result shows that the node centric algorithm is executed in higher speed than the spring centric algorithm.
Keywords
Cloth simulation; GPU parallel processing; Physically-based simulation; GLSL 4.3;
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Times Cited By KSCI : 2  (Citation Analysis)
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