A modular framework for deformation and fracture using GPU shaders

Authors: Morris, D.J., Anderson, E.F. and Peters, C.

Journal: Proceedings of the 2012 18th International Conference on Virtual Systems and Multimedia, VSMM 2012: Virtual Systems in the Information Society

Pages: 267-274

ISBN: 9781467325653

DOI: 10.1109/VSMM.2012.6365934

Abstract:

Advances in the graphical realism of modern video games have been achieved mainly through the development of the GPU (Graphics Processing Unit), providing a dedicated graphics co-processor and framebuffer. The most recent GPU's are extremely capable and so flexible that it is now possible to implement a wide range of algorithms on graphics hardware that were previously confined to the computer's CPU (Central Processing Unit). We present a modular framework for real-time simulation of deformation and fracture for use in computer games that, rather than employing a General Purpose GPU (GPGPU) Framework, implements aspects of the simulation within shader programs on recent GPU's. © 2012 IEEE.

https://eprints.bournemouth.ac.uk/20553/

Source: Scopus

A Modular Framework for Deformation and Fracture using GPU Shaders

Authors: Morris, D.J., Anderson, E.F. and Peters, C.

Conference: 18th International Conference on Virtual Systems and Multimedia

Dates: 2-5 September 2012

Journal: Proceedings of VSMM 2012: 18th International Conferenceon Virtual Systems and Multimedia

Pages: 267-274

Publisher: IEEE Computer Society

ISBN: 978-1-4673-2563-9

DOI: 10.1109/VSMM.2012.6365934

Abstract:

Advances in the graphical realism of modern video games have been achieved mainly through the development of the GPU (Graphics Processing Unit), providing a dedicated graphics co-processor and framebuffer. The most recent GPU’s are extremely capable and so flexible that it is now possible to implement a wide range of algorithms on graphics hardware that were previously confined to the computer’s CPU (Central Processing Unit). We present a modular framework for real-time simulation of deformation and fracture for use in computer games that, rather than employing a General Purpose GPU (GPGPU) Framework, implements aspects of the simulation within shader programs on recent GPU’s.

https://eprints.bournemouth.ac.uk/20553/

Source: Manual

Preferred by: Eike Anderson

A Modular Framework for Deformation and Fracture using GPU Shaders

Authors: Morris, D.J., Anderson, E.F. and Peters, C.

Conference: 18th International Conference on Virtual Systems and Multimedia

Pages: 267-274

Publisher: IEEE Computer Society

ISBN: 978-1-4673-2563-9

Abstract:

Advances in the graphical realism of modern video games have been achieved mainly through the development of the GPU (Graphics Processing Unit), providing a dedicated graphics co-processor and framebuffer. The most recent GPU’s are extremely capable and so flexible that it is now possible to implement a wide range of algorithms on graphics hardware that were previously confined to the computer’s CPU (Central Processing Unit). We present a modular framework for real-time simulation of deformation and fracture for use in computer games that, rather than employing a General Purpose GPU (GPGPU) Framework, implements aspects of the simulation within shader programs on recent GPU’s.

https://eprints.bournemouth.ac.uk/20553/

Source: BURO EPrints