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Real-Time Cloth Simulation Using Compute Shader in Unity3D for AR/VR Contents

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dc.contributor.authorVa, Hongly-
dc.contributor.authorChoi, Min-Hyung-
dc.contributor.authorHong, Min-
dc.date.accessioned2021-10-05T04:41:50Z-
dc.date.available2021-10-05T04:41:50Z-
dc.date.issued2021-09-
dc.identifier.issn2076-3417-
dc.identifier.urihttps://scholarworks.bwise.kr/sch/handle/2021.sw.sch/19824-
dc.description.abstractFeatured Application The proposed method can be applied to represent the cloth object in Unity3D for AR/VR application, interactive game development, force-based deformable object simulation, etc. While the cloth component in Unity engine has been used to represent the 3D cloth object for augmented reality (AR) and virtual reality (VR), it has several limitations in term of resolution and performance. The purpose of our research is to develop a stable cloth simulation based on a parallel algorithm. The method of a mass-spring system is applied to real-time cloth simulation with three types of springs. However, cloth simulation using the mass-spring system requires a small integration time-step to use a large stiffness coefficient. Furthermore, constraint enforcement is applied to obtain the stable behavior of the cloth model. To reduce the computational burden of constraint enforcement, the adaptive constraint activation and deactivation (ACAD) technique that includes the mass-spring system and constraint enforcement method is applied to prevent excessive elongation of the cloth. The proposed algorithm utilizes the graphics processing unit (GPU) parallel processing, and implements it in Compute Shader that executes in different pipelines to the rendering pipeline. In this paper, we investigate the performance and compare the behavior of the mass-spring system, constraint enforcement, and ACAD techniques using a GPU-based parallel method.-
dc.format.extent20-
dc.language영어-
dc.language.isoENG-
dc.publisherMDPI-
dc.titleReal-Time Cloth Simulation Using Compute Shader in Unity3D for AR/VR Contents-
dc.typeArticle-
dc.publisher.location스위스-
dc.identifier.doi10.3390/app11178255-
dc.identifier.scopusid2-s2.0-85114495266-
dc.identifier.wosid000694103600001-
dc.identifier.bibliographicCitationApplied Sciences-basel, v.11, no.17, pp 1 - 20-
dc.citation.titleApplied Sciences-basel-
dc.citation.volume11-
dc.citation.number17-
dc.citation.startPage1-
dc.citation.endPage20-
dc.type.docTypeArticle-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaChemistry-
dc.relation.journalResearchAreaEngineering-
dc.relation.journalResearchAreaMaterials Science-
dc.relation.journalResearchAreaPhysics-
dc.relation.journalWebOfScienceCategoryChemistry, Multidisciplinary-
dc.relation.journalWebOfScienceCategoryEngineering, Multidisciplinary-
dc.relation.journalWebOfScienceCategoryMaterials Science, Multidisciplinary-
dc.relation.journalWebOfScienceCategoryPhysics, Applied-
dc.subject.keywordPlusMASS-SPRING MODEL-
dc.subject.keywordPlusGPU-
dc.subject.keywordPlusDEFORMATION-
dc.subject.keywordPlusSYSTEMS-
dc.subject.keywordAuthorcloth simulation-
dc.subject.keywordAuthorUnity3D compute shader-
dc.subject.keywordAuthormass-spring system-
dc.subject.keywordAuthorconstraint enforcement-
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College of Software Convergence (Department of Computer Software Engineering)
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