Morris, D.J., Anderson, E. F. and Peters, C., 2012. A Modular Framework for Deformation and Fracture using GPU Shaders. In: 18th International Conference on Virtual Systems and Multimedia, 2-5 Sep 2012, Politecnico di Milano Milan, Italy, 267 - 274 .
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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.
Item Type: | Conference or Workshop Item (Paper) |
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Group: | Faculty of Media & Communication |
ID Code: | 20553 |
Deposited By: | Unnamed user with email symplectic@symplectic |
Deposited On: | 10 Dec 2012 11:22 |
Last Modified: | 10 Dec 2012 11:22 |
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A Modular Framework for Deformation and Fracture using GPU Shaders. (deposited 03 Dec 2012 12:20)
- A Modular Framework for Deformation and Fracture using GPU Shaders. (deposited 10 Dec 2012 11:22) [Currently Displayed]
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