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
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