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A GPU Subdivision Algorithm for Cloth Simulation

Recursive surface subdivision is a technique that is commonly used to achieve a final smooth surface, with high level of detail, from a small control mesh that is poorly refined. Running a heavy physical simulation on a smaller control mesh and performing the subdivision in a post processing step is a highly attractive approach. However, performing the mesh subdivision in the CPU raises two problems. First, the CPU power is being steeled from the intensive simulation process and, finally, the large amount of data that needs to be fed to the GPU for visualization of the final mesh will also keep the CPU busy as the CPU-GPU bandwidth is always a limiting factor. In this article we propose a subdivision algorithm that can be applied to regular triangle meshes where individual triangles are grouped in pairs to form a quadrilateral. The algorithm runs entirely on the GPU, allowing the CPU power to be directed towards the more demanding physical simulation. The examples used in this article are taken from cloth simulations where the level of detail varies dynamically throughout the simulation. In these scenarios all the CPU processing power is needed to evaluate the mechanical model used to describe the physical properties of the deformable surface and, later, to solve the differential equations that arise from that process.


Journal: VIRtual ( Portugal )

Volume: Special Edition: Advances in Computer Graphics in Portugal

Date: July, 2006

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