A GPU-Based Implementation of Position Based Dynamics for Interactive Deformable Bodies
Marco Fratarcangeli, Fabio Pellacini
In Journal of Graphics Tools, 17(3), 2013.
Abstract: Position Based Dynamics (PBD) is a popular approach used for animating constrained particle systems representing soft bodies, rigid bodies, and fluids. In this article, we present a massively parallel implementation of PBD for fast, interactive animation of deformable bodies. We divide the set of constraints in independent partitions using a fast, greedy coloring graph algorithm. Then, during the animation, the constraints belonging to each partition are solved in parallel on the GPU. We employ an efficient simulation pipeline using a memory layout that favors both the memory access time for computation and batching for visualization. Our experiments show that the achieved performance speed-up is several orders of magnitude faster than its serial counterpart.
Article URL: http://dx.doi.org/10.1080/2165347X.2015.1030525
BibTeX format:
@article{doi:10.1080/2165347X.2015.1030525,
  author = {Marco Fratarcangeli and Fabio Pellacini},
  title = {A GPU-Based Implementation of Position Based Dynamics for Interactive Deformable Bodies},
  journal = {Journal of Graphics Tools},
  volume = {17},
  number = {3},
  pages = {59--66},
  year = {2013},
}
Search for more articles by Marco Fratarcangeli.
Search for more articles by Fabio Pellacini.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."