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CUDA Deformers for Model Reduction
GPU CUDA implementation of reduced-coordinate deformable-body simulation with optimized memory layout for real-time character deformation.
Abstract
Real-time deformable object simulation is important in interactive applications such as games and virtual reality. One common approach to achieve speed is to employ model reduction, a technique whereby the equations of motion of a deformable object are projected to a suitable low-dimensional space. Improving the real-time performance of model-reduced systems has been the subject of much research. While modern GPUs play an important role in real-time simulation and parallel computing, existing model reduction systems typically utilize CPUs and seldom employ GPUs. We give a method to efficiently employ GPUs for vertex position computation in model-reduced simulations. Our CUDA-based algorithm gives a substantial speedup compared to a CPU implementation, thanks to our system architecture that employs a memory layout friendly to GPU memory, reduces the communication between the CPU and GPU, and enables the CPU and GPU to work in parallel.
How to read this
- Category
- Method / systems: a GPU implementation for reduced deformable simulation
- Contributions
- Gives a CUDA method to efficiently compute vertex positions in model-reduced deformable simulations on the GPU
- Designs a system architecture with a GPU-friendly memory layout that reduces CPU-GPU communication and lets CPU and GPU run in parallel
- Reports a substantial speedup over a CPU implementation for real-time deformable bodies
- Context
- Builds on model-reduction for deformable simulation, in the lineage of Fulton et al.'s 'Latent-space Dynamics for Reduced Deformable Simulation', addressing the underused GPU side of such systems.Builds on: Latent-space Dynamics for Reduced Deformable Simulation
- Correctness
- Assumes a model-reduced (low-dimensional subspace) formulation is acceptable for the target objects; the contribution is an engineering speedup measured against a CPU baseline, so gains depend on mesh resolution, network/basis size, and the chosen reduction quality rather than improved physical accuracy.
- Clarity
- Implementation-focused; a first pass conveys the architecture and where the speedup comes from, with details in the memory-layout discussion.
- How to read it
- Focus on the memory layout and CPU-GPU work split; read closely only if you are porting reduced simulation to CUDA, otherwise a first pass suffices.
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Related work
- Pose-Space Subspace Dynamics 2016 / SIGGRAPH
- Compression and Direct Manipulation of Complex Blendshape Models 2011 / SIGGRAPH Asia
- FEM Simulation of 3D Deformable Solids: A Practitioner's Guide to Theory, Discretization and Model Reduction 2012 / Course
- Stable Spaces for Real-time Clothing 2010 / SIGGRAPH
Keywords
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