Real-Time Deformation of Subdivision Surfaces from Object Collisions

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.20141097
https::/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.20141097
https://diglib.eg.org:443/handle/10.2312/hpg.20141097
} }
Citation