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Original Articles

A GPU-Based Implementation of Position Based Dynamics for Interactive Deformable Bodies

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Pages 59-66 | Received 18 Sep 2014, Accepted 13 Mar 2015, Published online: 09 Jul 2015
 

Abstract

Position Based Dynamics (PBD) is a popular approach used for animating constrained particle systems representing soft bodies, rigid bodies, and fluids. In this article, we present a massively parallel implementation of PBD for fast, interactive animation of deformable bodies. We divide the set of constraints in independent partitions using a fast, greedy coloring graph algorithm. Then, during the animation, the constraints belonging to each partition are solved in parallel on the GPU. We employ an efficient simulation pipeline using a memory layout that favors both the memory access time for computation and batching for visualization. Our experiments show that the achieved performance speed-up is several orders of magnitude faster than its serial counterpart.

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