|Title||:||Virtual cutting of Deformable assets on GPU in Games|
|Speaker||:||Prateek Shrivastava (IITM)|
|Details||:||Fri, 6 Feb, 2015 3:00 PM @ BSB 361|
|Abstract:||:||Past decade has observed a dramatic increase in realism for computer games and other virtual reality applications. One of the prime factors for this increase is due to the developments in graphics hardware (specifically GPU's). Parallel computations on GPU are widely used nowadays in the gaming industry for generating physically plausible interactions. The major focus has been on techniques which can be implemented on GPU to achieve high frame rates (fps). Gaming applications require 50-60 fps for smooth gameplay, which limits the time necessary to perform all necessary computations for rendering a frame within 15-20 msecs. In this work, we have focused on achieving virtual cutting of deformable assets on GPU for gaming applications. The physics based systems for modeling deformation either use mesh based or particle based (mesh-free) models. We have proposed virtual cutting algorithms for both the types of models.
For mesh based systems, we use a physics based cut algorithm based on approximated J-integral method. At each time-step, we check the J-integral condition for crack propagation, and if satisfied the cut is performed by applying a series of geometric operations on the mesh.
For mesh-free deformable assets, we use a novel geometric algorithm based on particle coding to perform cuts. Since the method is geometric in nature it can be applied to any particle based technique independent of the underlying physics. We assign a code to each particle as it interacts with the cut tool. The assigned particle code is used during the mandatory neighborhood search for particle dynamics to perform virtual cut. Demonstrations of both these approaches will be shown with simulations of cut on deformable assets.