Real-time Fluid Simulation Coupled with Cloth
dc.contributor.author | Harada, Takahiro | en_US |
dc.contributor.author | Koshizuka, Seiichi | en_US |
dc.contributor.author | Kawaguchi, Yoichiro | en_US |
dc.contributor.editor | Ik Soo Lim and David Duce | en_US |
dc.date.accessioned | 2014-01-31T19:58:06Z | |
dc.date.available | 2014-01-31T19:58:06Z | |
dc.date.issued | 2007 | en_US |
dc.description.abstract | This paper presents a real-time simulation method for coupling of cloth and fluids computed by using Smoothed Particle Hydrodynamics (SPH). To compute interaction between cloth consisting of several polygons and fluid particles, the distance between cloth to the particle have to be calculated. It is computationally expensive because we have to compute the distance to the faces, edges and vertices of polygons. Instead of calculating the exact distance to a cloth, we calculate an approximate distance by using the distance to the faces and the gravitational centers of the polygons. This paper also presents techniques to perform the coupled simulation entirely on Graphics Processing Units (GPUs). The computation of interaction forces is divided into fluid-cloth and cloth-fluid forces to implement entire simulation on GPUs. By exploiting the parallelizm of GPUs, we could couple simulations of several tens of thousands of fluid particles and cloth which consists of several thousands of polygons in real-time. | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |
dc.identifier.isbn | 978-3-905673-63-0 | en_US |
dc.identifier.uri | https://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG07/013-020 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Physically based Modeling; I.3.7 [Computer Graphics]: Animation | en_US |
dc.title | Real-time Fluid Simulation Coupled with Cloth | en_US |
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