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dc.contributor.authorSchäfer, Henryen_US
dc.contributor.authorKeinert, Benjaminen_US
dc.contributor.authorNießner, Matthiasen_US
dc.contributor.authorBuchenau, Christophen_US
dc.contributor.authorGuthe, Michaelen_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorIngo Wald and Jonathan Ragan-Kelleyen_US
dc.date.accessioned2015-07-06T15:26:39Z
dc.date.available2015-07-06T15:26:39Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-60-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20141097en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg.20141097
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.titleReal-Time Deformation of Subdivision Surfaces from Object Collisionsen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US


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