Detailed Information

Cited 0 time in webofscience Cited 1 time in scopus
Metadata Downloads

Parallel cloth simulation with GPGPU

Full metadata record
DC Field Value Language
dc.contributor.authorChoi, Young-Hwan-
dc.contributor.authorHong, Min-
dc.contributor.authorChoi, Yoo-Joo-
dc.date.accessioned2021-08-11T11:43:25Z-
dc.date.available2021-08-11T11:43:25Z-
dc.date.issued2018-11-
dc.identifier.issn1380-7501-
dc.identifier.issn1573-7721-
dc.identifier.urihttps://scholarworks.bwise.kr/sch/handle/2021.sw.sch/5524-
dc.description.abstractIn a 3D simulation, numerous physically and numerically related calculations are required to represent an object realistically. The existing CPU (central processing unit) technology, however, is incapable of handling such a large computational amount in real time. With the recent hardware-technology advancements, the GPU (graphics processing unit) can be used not only for conventional rendering operations, but also for general-purpose computational functions. In this paper, a mass-spring system for which the CPU and GPU versions are tested under the PC and mobile environments wherein the GPGPU (general-purpose computing on GPUs) is applied is proposed. For this paper, a virtual cloth with a mass-spring system was freely dropped onto a table, and the CPU and GPU performances were compared. The computational GPU performances regarding the PC and mobile devices were improved by 9.41 times and 45.11 times, respectively, compared with the CPU. The proposed GPU mass-spring system was then implemented with an edge-centric algorithm and a node-centric algorithm. The edge-centric algorithm is divided into two parts as follows: one for the spring-force calculation and one for the node-position calculation. These two parts are combined into a single computational process for the node-centric algorithm. For this paper, the computational speeds of the two algorithms were measured. The node-centric algorithm is faster than the edge-centric algorithm under the PC environment, but the edge-centric algorithm is faster under the mobile environment.-
dc.format.extent16-
dc.language영어-
dc.language.isoENG-
dc.publisherSpringer Nature-
dc.titleParallel cloth simulation with GPGPU-
dc.typeArticle-
dc.publisher.location네델란드-
dc.identifier.doi10.1007/s11042-018-6188-x-
dc.identifier.scopusid2-s2.0-85047975695-
dc.identifier.wosid000451780800053-
dc.identifier.bibliographicCitationMultimedia Tools and Applications, v.77, no.22, pp 30105 - 30120-
dc.citation.titleMultimedia Tools and Applications-
dc.citation.volume77-
dc.citation.number22-
dc.citation.startPage30105-
dc.citation.endPage30120-
dc.type.docTypeArticle-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaEngineering-
dc.relation.journalWebOfScienceCategoryComputer Science, Information Systems-
dc.relation.journalWebOfScienceCategoryComputer Science, Software Engineering-
dc.relation.journalWebOfScienceCategoryComputer Science, Theory & Methods-
dc.relation.journalWebOfScienceCategoryEngineering, Electrical & Electronic-
dc.subject.keywordPlusALGORITHM-
dc.subject.keywordAuthorGPU-based parallel processing-
dc.subject.keywordAuthorReal-time simulation-
dc.subject.keywordAuthorMass-spring system-
dc.subject.keywordAuthorPhysically-based simulation-
Files in This Item
There are no files associated with this item.
Appears in
Collections
College of Engineering > Department of Computer Software Engineering > 1. Journal Articles

qrcode

Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.

Related Researcher

Researcher Hong, Min photo

Hong, Min
College of Software Convergence (Department of Computer Software Engineering)
Read more

Altmetrics

Total Views & Downloads

BROWSE