A GPU-Based Implementation of Position Based Dynamics
Marco Fratarcangeli, Chalmers University of Technology
Fabio Pellacini, Sapienza University of Rome
Journal of Graphical Tools [To appear]
We present a massively parallel implementation of the popular Position Based Dynamics approach (PBD), used for animating constrained particle systems representing soft bodies, rigid bodies and fluids. 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 which favor 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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