Abstract

While the cloth component in Unity engine has been used to represent the 3D cloth object for augmented reality (AR) and virtual reality (VR), it has several limitations in term of resolution and performance. The purpose of our research is to develop a stable cloth simulation based on a parallel algorithm. The method of a mass–spring system is applied to real-time cloth simulation with three types of springs. However, cloth simulation using the mass–spring system requires a small integration time-step to use a large stiffness coefficient. Furthermore, constraint enforcement is applied to obtain the stable behavior of the cloth model. To reduce the computational burden of constraint enforcement, the adaptive constraint activation and deactivation (ACAD) technique that includes the mass–spring system and constraint enforcement method is applied to prevent excessive elongation of the cloth. The proposed algorithm utilizes the graphics processing unit (GPU) parallel processing, and implements it in Compute Shader that executes in different pipelines to the rendering pipeline. In this paper, we investigate the performance and compare the behavior of the mass–spring system, constraint enforcement, and ACAD techniques using a GPU-based parallel method.

Highlights

  • Over the past few decades, the rising demand for visual realism in computer animation has become a significant problem

  • This research proposed a method to design and implement cloth simulation in Unity based on the mass–spring system, constraint enforcement method, and ADAC method the error much more than an explicit method in the presence of collision, but it requires more computational costs as well

  • Conclusions based on the mass–spring system, constraint enforcement method, and ADAC method with the parallel structure of compute shader kernel in graphics processing unit (GPU)

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Summary

Introduction

Over the past few decades, the rising demand for visual realism in computer animation has become a significant problem. AR and VR are techniques for providing the new user experience with a realistic virtual object in a real-world or virtual-world scene, respectively. Due to the low computing power of AR/VR devices, the performance of the simulation using AR/VR devices is becoming a major problem. The physically based simulation of the 3D object is legitimately used on both rigid and non-rigid body objects. In non-rigid body simulation, the 3D object constantly changes its shape. The application of a physically based simulation, such as surgical simulation, requires improvement in the quality and performance [1,2]

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