We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting the ubiquitous multi-core processors present in current commodity GPUs. The input is a set of particles whose dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node corresponds to a constraint and two constraints are connected by an edge if they influence at least one common particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph such that the resulting topology is q-colourable, where ˆ qˆ ≥ 2 is an arbitrary number. We color the graph, and the constraints with the same color are assigned to the same partition. Th...
Interactive physical simulation is a key component of realistic virtual environments. However, the a...
Best paper awardInternational audienceStochastic simulations need multiple replications in order to ...
We introduce a practical iterative solver for mass-spring systems which can be trivially mapped to m...
We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, ...
Position Based Dynamics (PBD) is a popular approach used for animating constrained particle systems ...
detailed cloth model composed by 67K stretch constraints and 66K bending constraints. Position-based...
International audienceIn this paper we propose a parallelization of interactive physical simulations...
We consider sequential algorithms for hypergraph partitioning and GPU (i.e., fine-grained shared-mem...
Recent advances in graphics hardware have made it a desirable goal to implement the Reyes algorith...
Larger supercomputers allow the simulation of more complex phenomena with increased accuracy. Eventu...
Abstract. Sequential multi-constraint graph partitioners have been de-veloped to address the load ba...
The solution of large sparse systems of linear constraints is at the base of most interactive solver...
The solution of large sparse systems of linear constraints is at the base of most interactive solver...
During the last couple of years, point sets have emerged as a new standard for the representation of...
Structure from motion based 3D reconstruction takes a lot of time for large scenes which consist of ...
Interactive physical simulation is a key component of realistic virtual environments. However, the a...
Best paper awardInternational audienceStochastic simulations need multiple replications in order to ...
We introduce a practical iterative solver for mass-spring systems which can be trivially mapped to m...
We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, ...
Position Based Dynamics (PBD) is a popular approach used for animating constrained particle systems ...
detailed cloth model composed by 67K stretch constraints and 66K bending constraints. Position-based...
International audienceIn this paper we propose a parallelization of interactive physical simulations...
We consider sequential algorithms for hypergraph partitioning and GPU (i.e., fine-grained shared-mem...
Recent advances in graphics hardware have made it a desirable goal to implement the Reyes algorith...
Larger supercomputers allow the simulation of more complex phenomena with increased accuracy. Eventu...
Abstract. Sequential multi-constraint graph partitioners have been de-veloped to address the load ba...
The solution of large sparse systems of linear constraints is at the base of most interactive solver...
The solution of large sparse systems of linear constraints is at the base of most interactive solver...
During the last couple of years, point sets have emerged as a new standard for the representation of...
Structure from motion based 3D reconstruction takes a lot of time for large scenes which consist of ...
Interactive physical simulation is a key component of realistic virtual environments. However, the a...
Best paper awardInternational audienceStochastic simulations need multiple replications in order to ...
We introduce a practical iterative solver for mass-spring systems which can be trivially mapped to m...