scholarly journals Real-Time Cloth Simulation Using Compute Shader in Unity3D for AR/VR Contents

2021 ◽  
Vol 11 (17) ◽  
pp. 8255
Author(s):  
Hongly Va ◽  
Min-Hyung Choi ◽  
Min Hong

While the cloth component in Unity engine has been used to represent the 3D cloth object for augmented reality (AR) and virtual reality (VR), it has several limitations in term of resolution and performance. The purpose of our research is to develop a stable cloth simulation based on a parallel algorithm. The method of a mass–spring system is applied to real-time cloth simulation with three types of springs. However, cloth simulation using the mass–spring system requires a small integration time-step to use a large stiffness coefficient. Furthermore, constraint enforcement is applied to obtain the stable behavior of the cloth model. To reduce the computational burden of constraint enforcement, the adaptive constraint activation and deactivation (ACAD) technique that includes the mass–spring system and constraint enforcement method is applied to prevent excessive elongation of the cloth. The proposed algorithm utilizes the graphics processing unit (GPU) parallel processing, and implements it in Compute Shader that executes in different pipelines to the rendering pipeline. In this paper, we investigate the performance and compare the behavior of the mass–spring system, constraint enforcement, and ACAD techniques using a GPU-based parallel method.

2021 ◽  
Vol 20 (3) ◽  
pp. 1-22
Author(s):  
David Langerman ◽  
Alan George

High-resolution, low-latency apps in computer vision are ubiquitous in today’s world of mixed-reality devices. These innovations provide a platform that can leverage the improving technology of depth sensors and embedded accelerators to enable higher-resolution, lower-latency processing for 3D scenes using depth-upsampling algorithms. This research demonstrates that filter-based upsampling algorithms are feasible for mixed-reality apps using low-power hardware accelerators. The authors parallelized and evaluated a depth-upsampling algorithm on two different devices: a reconfigurable-logic FPGA embedded within a low-power SoC; and a fixed-logic embedded graphics processing unit. We demonstrate that both accelerators can meet the real-time requirements of 11 ms latency for mixed-reality apps. 1


2020 ◽  
Vol 32 ◽  
pp. 03054
Author(s):  
Akshata Parab ◽  
Rashmi Nagare ◽  
Omkar Kolambekar ◽  
Parag Patil

Vision is one of the very essential human senses and it plays a major role in human perception about surrounding environment. But for people with visual impairment their definition of vision is different. Visually impaired people are often unaware of dangers in front of them, even in familiar environment. This study proposes a real time guiding system for visually impaired people for solving their navigation problem and to travel without any difficulty. This system will help the visually impaired people by detecting the objects and giving necessary information about that object. This information may include what the object is, its location, its precision, distance from the visually impaired etc. All these information will be conveyed to the person through audio commands so that they can navigate freely anywhere anytime with no or minimal assistance. Object detection is done using You Only Look Once (YOLO) algorithm. As the process of capturing the video/images and sending it to the main module has to be carried at greater speed, Graphics Processing Unit (GPU) is used. This will help in enhancing the overall speed of the system and will help the visually Impaired to get the maximum necessary instructions as quickly as possible. The process starts from capturing the real time video, sending it for analysis and processing and get the calculated results. The results obtained from analysis are conveyed to user by means of hearing aid. As a result by this system the blind or the visually impaired people can visualize the surrounding environment and travel freely from source to destination on their own.


2012 ◽  
Vol 3 (7) ◽  
pp. 1557 ◽  
Author(s):  
Kenneth K. C. Lee ◽  
Adrian Mariampillai ◽  
Joe X. Z. Yu ◽  
David W. Cadotte ◽  
Brian C. Wilson ◽  
...  

2021 ◽  
Vol 87 (5) ◽  
pp. 363-373
Author(s):  
Long Chen ◽  
Bo Wu ◽  
Yao Zhao ◽  
Yuan Li

Real-time acquisition and analysis of three-dimensional (3D) human body kinematics are essential in many applications. In this paper, we present a real-time photogrammetric system consisting of a stereo pair of red-green-blue (RGB) cameras. The system incorporates a multi-threaded and graphics processing unit (GPU)-accelerated solution for real-time extraction of 3D human kinematics. A deep learning approach is adopted to automatically extract two-dimensional (2D) human body features, which are then converted to 3D features based on photogrammetric processing, including dense image matching and triangulation. The multi-threading scheme and GPU-acceleration enable real-time acquisition and monitoring of 3D human body kinematics. Experimental analysis verified that the system processing rate reached ∼18 frames per second. The effective detection distance reached 15 m, with a geometric accuracy of better than 1% of the distance within a range of 12 m. The real-time measurement accuracy for human body kinematics ranged from 0.8% to 7.5%. The results suggest that the proposed system is capable of real-time acquisition and monitoring of 3D human kinematics with favorable performance, showing great potential for various applications.


Author(s):  
Franz Pichler ◽  
Gundolf Haase

A finite element code is developed in which all of the computationally expensive steps are performed on a graphics processing unit via the THRUST and the PARALUTION libraries. The code focuses on the simulation of transient problems where the repeated computations per time-step create the computational cost. It is used to solve partial and ordinary differential equations as they arise in thermal-runaway simulations of automotive batteries. The speed-up obtained by utilizing the graphics processing unit for every critical step is compared against the single core and the multi-threading solutions which are also supported by the chosen libraries. This way a high total speed-up on the graphics processing unit is achieved without the need for programming a single classical Compute Unified Device Architecture kernel.


2013 ◽  
Vol 14 (5) ◽  
pp. 1228-1251 ◽  
Author(s):  
Yan Li ◽  
I-Liang Chern ◽  
Joung-Dong Kim ◽  
Xiaolin Li

AbstractWe use front tracking data structures and functions to model the dynamic evolution of fabric surface. We represent the fabric surface by a triangulated mesh with preset equilibrium side length. The stretching and wrinkling of the surface are modeled by the mass-spring system. The external driving force is added to the fabric motion through the “Impulse method” which computes the velocity of the point mass by superposition of momentum. The mass-spring system is a nonlinear ODE system. Added by the numerical and computational analysis, we show that the spring system has an upper bound of the eigen frequency. We analyzed the system by considering two spring models and we proved in one case that all eigenvalues are imaginary and there exists an upper bound for the eigen-frequency This upper bound plays an important role in determining the numerical stability and accuracy of the ODE system. Based on this analysis, we analyzed the numerical accuracy and stability of the nonlinear spring mass system for fabric surface and its tangential and normal motion. We used the fourth order Runge-Kutta method to solve the ODE system and showed that the time step is linearly dependent on the mesh size for the system.


2011 ◽  
Vol 110-116 ◽  
pp. 2740-2745
Author(s):  
Kirana Kumara P. ◽  
Ashitava Ghosal

Real-time simulation of deformable solids is essential for some applications such as biological organ simulations for surgical simulators. In this work, deformable solids are approximated to be linear elastic, and an easy and straight forward numerical technique, the Finite Point Method (FPM), is used to model three dimensional linear elastostatics. Graphics Processing Unit (GPU) is used to accelerate computations. Results show that the Finite Point Method, together with GPU, can compute three dimensional linear elastostatic responses of solids at rates suitable for real-time graphics, for solids represented by reasonable number of points.


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