Real-Time Deformation of Subdivision Surfaces from Object Collisions
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Date
2014
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
Description
@inproceedings{:10.2312/hpg.20141097https::/diglib.eg.org:443/handle/10.2312/hpg.20141097,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Ingo Wald and Jonathan Ragan-Kelley},
title = {{Real-Time Deformation of Subdivision Surfaces from Object Collisions}},
author = {Schäfer, Henry and Keinert, Benjamin and Nießner, Matthias and Buchenau, Christoph and Guthe, Michael and Stamminger, Marc},
year = {2014},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {/10.2312/hpg.20141097https://diglib.eg.org:443/handle/10.2312/hpg.20141097}
}