Physically Based Simulation on GPU: Theoretical Background and Implementation Details for Building a Particle Based Physic Simulation Using Programmable Graphics Hardware (Paperback)
暫譯: 基於物理的GPU模擬:使用可編程圖形硬體構建粒子物理模擬的理論背景與實作細節 (平裝本)

Benjamin Rauscher

  • 出版商: VDM Verlag
  • 出版日期: 2008-04-04
  • 售價: $2,150
  • 貴賓價: 9.5$2,043
  • 語言: 英文
  • 頁數: 84
  • 裝訂: Paperback
  • ISBN: 3836490730
  • ISBN-13: 9783836490733
  • 海外代購書籍(需單獨結帳)

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商品描述

As focus in modern computer games shifts from purely realistic rendering to a more realistic environment for the user, interactive physical simulation of a broad range of objects - demanding a believable appearance, rather than physical correctness - becomes increasingly important. Traditionally physically based simulation is done on the CPU, however the pace of innovation in graphics hardware is staggering and continues to outpace processor development. In addition, the programmable rendering pipeline makes graphics hardware capable of doing much more than simply rendering a scene. This book combines both aspects by presenting an approach of performing physically based modelling solely on graphics hardware by using the concept of Memory Objects. The algorithms presented in this work allow for the simulation of cloth, rigid and soft bodies. The main aspects of physically based modelling discussed in this book are: verlet integration, containing shape, collision detection and collision response.

商品描述(中文翻譯)

隨著現代電腦遊戲的焦點從純粹的真實渲染轉向為用戶提供更真實的環境,對於廣泛物體的互動物理模擬——要求具有可信的外觀,而非物理正確性——變得越來越重要。傳統上,基於物理的模擬是在 CPU 上進行的,然而,圖形硬體的創新速度驚人,並持續超越處理器的發展。此外,可編程的渲染管線使得圖形硬體能夠執行比單純渲染場景更多的任務。本書結合了這兩個方面,提出了一種僅在圖形硬體上進行基於物理的建模的方法,使用了記憶體物件(Memory Objects)的概念。本書中提出的演算法允許模擬布料、剛體和柔體。本書討論的基於物理的建模的主要方面包括:verlet 積分、形狀約束、碰撞檢測和碰撞反應。