2 - University of North Carolina at Chapel Hill, USA
3 - University of California, Berkeley, USA
Different cloth simulations generated by varying the underlying resolution: The figure highlights different simulation
results generated using varying resolutions of the cloth mesh on the Buddha model: 20K, 500K, and 2M triangles (from left
to right). Our new GPU-based streaming algorithm takes 138 seconds/frame to perform the entire simulation (including time
integration, collision detection, and response) on a NVIDIA Tesla K20c GPU. It is about 126X faster than a single-threaded
CPU-based algorithm.
Abstract
We present a GPU-based streaming algorithm to perform high-resolution and accurate cloth simulation. We map
all the components of cloth simulation pipeline, including time integration, collision detection, collision response,
and velocity updating to GPU-based kernels and data structures. Our algorithm perform intra-object and interobject
collisions, handles contacts and friction, and is able to accurately simulate folds and wrinkles. We describe
the streaming pipeline and address many issues in terms of obtaining high throughput on many-core GPUs. In
practice, our algorithm can perform high-fidelity simulation on a cloth mesh with 2M triangles using 3GB of GPU
memory. We highlight the parallel performance of our algorithm on three different generations of GPUs. On a
high-end NVIDIA Tesla K20c, we observe up to two orders of magnitude performance improvement as compared
to a single-threaded CPU-based algorithm, and about one order of magnitude improvement over a 16-core CPUbased
parallel implementation.
Paper (PDF 3.93 MB)
Min Tang, Roufeng Tong, Rahul Narain, Chang Meng and Dinesh Manocha, A GPU-based Streaming Algorithm for High-Resolution Cloth Simulation, Computer Graphics Forum, 32(7): 21-30, (Proceedings of Pacific Graphics 2013), 2013.    @article{gpuCloth13,
Video (14.8 MB) UNC dynamic model benchmark
repository
Collision-Streams: Fast GPU-based Collision Detection for Deformable Models
Fast Continuous Collision Detection using Deforming Non-Penetration
Filters
MCCD: Multi-Core Collision Detection between
Deformable Models using Front-Based Decomposition
Fast Collision Detection for
Deformable Models using Representative-Triangles
DeformCD: Collision Detection
between Deforming Objects
Self-CCD: Continuous Collision
Detection for Deforming Objects
Interactive Collision Detection
between Deformable Models using Chromatic Decomposition
Fast Proximity Computation Among
Deformable Models using Discrete Voronoi Diagrams
CULLIDE: Interactive Collision
Detection between Complex Models using Graphics Hardware
RCULLIDE: Fast and Reliable
Collision Culling using Graphics Processors
Quick-CULLIDE: Efficient Inter-
and Intra-Object Collision Culling using Graphics Hardware
This research is supported in part by NSFC (61170140), the National Basic Research Program of China (2011CB302205), the National Key Technology R&D Program of China (2012BAD35B01), and NVIDIA. Dinesh Manocha is supported in part by ARO Contract W911NF-10-1-0506, NSF awards 0917040, 0904990, 1000579 and 1117127, and Intel. Ruofeng Tong is partly supported by NSFC (61170141). Rahul Narain is supported by NSF Grant IIS-0915462 and funding from Intel Science and Technology Center for Visual Computing.
CB #3175, Department of Computer Science
Contents
      author = {Tang, Min and Tong, Ruofeng and Narain, Rahul and Meng, Chang and Manocha, Dinesh},
      title = {A GPU-based Streaming Algorithm for High-Resolution Cloth Simulation},
      journal = {Computer Graphics Forum},
      volume = {32},
      number = {7},
      pages = {21--30},
      year = {2013},
  }
Related Links
Acknowledgements
University of North Carolina
Chapel Hill, NC 27599-3175
919.962.1749
geom@cs.unc.edu