G. Ranzuglia, Paolo Cignoni, F. Ganovelli, Roberto Scopigno
{"title":"在GPU上实现基于网格的可变形对象方法","authors":"G. Ranzuglia, Paolo Cignoni, F. Ganovelli, Roberto Scopigno","doi":"10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/213-218","DOIUrl":null,"url":null,"abstract":"These latest years witnessed an impressive improvement of graphics hardware both in terms of features and in terms of computational power. This improvement can be easily observed in computer games, where effects which, until few years ago, could only be achieved with expensive CPU computation are now shown interactively. Although the GPU has been designed for implementing graphics effects, it is still it basically a processing unit with its own memory, and, being specialized for algebraic tasks, supplies a number of floating point operations per second which is orders of magnitude greater than the CPU. This suggested to the graphics community that the GPU could also be used for general purpose computation and a number of papers have been published on how to hack the GPU to this target. Following this trend we propose a framework for using GPU for implementing techniques for deformable objects represented as generic meshes. The framework only assumes than the global computation is the union of local computations, which is true for all the explicit methods.","PeriodicalId":405486,"journal":{"name":"European Interdisciplinary Cybersecurity Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Implementing mesh-based approaches for deformable objects on GPU\",\"authors\":\"G. Ranzuglia, Paolo Cignoni, F. Ganovelli, Roberto Scopigno\",\"doi\":\"10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/213-218\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"These latest years witnessed an impressive improvement of graphics hardware both in terms of features and in terms of computational power. This improvement can be easily observed in computer games, where effects which, until few years ago, could only be achieved with expensive CPU computation are now shown interactively. Although the GPU has been designed for implementing graphics effects, it is still it basically a processing unit with its own memory, and, being specialized for algebraic tasks, supplies a number of floating point operations per second which is orders of magnitude greater than the CPU. This suggested to the graphics community that the GPU could also be used for general purpose computation and a number of papers have been published on how to hack the GPU to this target. Following this trend we propose a framework for using GPU for implementing techniques for deformable objects represented as generic meshes. The framework only assumes than the global computation is the union of local computations, which is true for all the explicit methods.\",\"PeriodicalId\":405486,\"journal\":{\"name\":\"European Interdisciplinary Cybersecurity Conference\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"European Interdisciplinary Cybersecurity Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/213-218\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Interdisciplinary Cybersecurity Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2006/213-218","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Implementing mesh-based approaches for deformable objects on GPU
These latest years witnessed an impressive improvement of graphics hardware both in terms of features and in terms of computational power. This improvement can be easily observed in computer games, where effects which, until few years ago, could only be achieved with expensive CPU computation are now shown interactively. Although the GPU has been designed for implementing graphics effects, it is still it basically a processing unit with its own memory, and, being specialized for algebraic tasks, supplies a number of floating point operations per second which is orders of magnitude greater than the CPU. This suggested to the graphics community that the GPU could also be used for general purpose computation and a number of papers have been published on how to hack the GPU to this target. Following this trend we propose a framework for using GPU for implementing techniques for deformable objects represented as generic meshes. The framework only assumes than the global computation is the union of local computations, which is true for all the explicit methods.