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http://dx.doi.org/10.7472/jksii.2018.19.6.53

REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY  

Kim, Min Sang (Department of Computer Science, Soonchunhyang University)
Song, Wook (Department of Computer Science, Soonchunhyang University)
Choi, Yoo-Joo (Department of Newmedia, Seoul Media Institute of Technology)
Hong, Min (Department of Computer Software Engineering, Soonchunhyang University)
Publication Information
Journal of Internet Computing and Services / v.19, no.6, 2018 , pp. 53-62 More about this Journal
Abstract
As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.
Keywords
Cloth simulation; GPGPU; Unity; Dynamic simulation; Collision-response;
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