Real-time deformation of subdivision surfaces from object collisions

Henry Schäfer, Benjamin Keinert, Matthias Nießner, Christoph Buchenau, Michael Guthe, Marc Stamminger

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

8 Scopus citations

Abstract

We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle collisions with arbitrary animated geometry. Our approach runs entirely on the GPU, avoiding costly CPU-GPU memory transfer and exploiting the GPU's computational power. Surfaces are rendered with the hardware tessellation unit, allowing for adaptively-rendered, high-frequency surface detail. Ultimately, our algorithm enables fine-scale surface deformations from geometry impact with very little computational overhead, running well below a millisecond even in complex scenes. As our results demonstrate, our approach is ideally suited to many real-time applications such as video games and authoring tools.

Original languageEnglish
Title of host publicationHigh-Performance Graphics 2014, HPG 2014 - Proceedings
EditorsIngo Wald, Jonathan Ragan-Kelley
PublisherEurographics Association
Pages89-96
Number of pages8
ISBN (Electronic)9783905674606
StatePublished - 2014
Externally publishedYes
EventHigh-Performance Graphics 2014, HPG 2014 - Lyon, France
Duration: 23 Jun 201425 Jun 2014

Publication series

NameHigh-Performance Graphics 2014, HPG 2014 - Proceedings

Conference

ConferenceHigh-Performance Graphics 2014, HPG 2014
Country/TerritoryFrance
CityLyon
Period23/06/1425/06/14

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