Fakultät Informatik

Mass-Spring Systems on the GPU

 Joachim Georgii, Rüdiger Westermann

Computer Graphics and Visualization Group, Technische Universität München, Germany

Background

We present and analyze different implementations of mass-spring systems for interactive simulation of deformable surfaces on graphics processing units (GPUs). For the amount of springs we target, numerical time integration of spring displacements needs to be accelerated and the transfer of displaced point positions for rendering must be avoided. To fulfill these requirements, we exploit features of recent graphics accelerators to simulate spring elongation and compression on the GPU, saving displaced point masses in graphics memory, and then sending these positions through the GPU again to render the deformed surface. Two different simulation algorithms implementing scattering and gathering operations on the GPU are compared with respect to performance and numerical accuracy. We discuss GPU specific issues to be considered in simulation techniques showing similar computation and memory access patterns to mass-spring systems.

Real-Time simulation of cloth including collision detection (click for movie)

Associated publications

Mass-Spring Systems on the GPU
J. Georgii, R. Westermann,  Simulation Practice and Theory 2005 [Bibtex]

Videos

Accompanying video of the paper [38 MB AVI]