TY - GEN
T1 - Real-time deformation of subdivision surfaces from object collisions
AU - Schäfer, Henry
AU - Keinert, Benjamin
AU - Nießner, Matthias
AU - Buchenau, Christoph
AU - Guthe, Michael
AU - Stamminger, Marc
PY - 2014
Y1 - 2014
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=84907889400&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84907889400
T3 - High-Performance Graphics 2014, HPG 2014 - Proceedings
SP - 89
EP - 96
BT - High-Performance Graphics 2014, HPG 2014 - Proceedings
A2 - Wald, Ingo
A2 - Ragan-Kelley, Jonathan
PB - Eurographics Association
T2 - High-Performance Graphics 2014, HPG 2014
Y2 - 23 June 2014 through 25 June 2014
ER -