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dc.contributor.authorPall, Pontusen_US
dc.contributor.authorNylén, Oskaren_US
dc.contributor.authorFratarcangeli, Marcoen_US
dc.contributor.editorAndrews, Sheldon and Erleben, Kenny and Jaillet, Fabrice and Zachmann, Gabrielen_US
dc.date.accessioned2018-04-23T14:40:59Z
dc.date.available2018-04-23T14:40:59Z
dc.date.issued2018
dc.identifier.isbn978-3-03868-059-8
dc.identifier.urihttp://dx.doi.org/10.2312/vriphys.20181066
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/vriphys20181066
dc.description.abstractWe introduce a practical iterative solver for mass-spring systems which can be trivially mapped to massively parallel architectures, in particular GPUs.We employ our solver for the interactive animation of virtual cloth and show that it is computationally fast, robust and scalable, making it suitable for real-time graphics applications. Under the assumption that the input system is represented by a quadrangular network of masses connected by springs, we first partition the particles into two independent sets. Then, during the animation, the dynamics of all the particles belonging to each set is computed in parallel. This enables a full Gauss-Seidel iteration in just two parallel steps, leading to an approximated solution of large mass-spring systems in a few milliseconds. We use our solver to accelerate the solution of the popular Projective Dynamics framework, and compare it with other common iterative solvers in the current literature.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleFast Quadrangular Mass-Spring Systems using Red-Black Orderingen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulation
dc.description.sectionheadersTechnical Papers II
dc.identifier.doi10.2312/vriphys.20181066
dc.identifier.pages37-43


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