dc.contributor.author | Schäfer, Henry | en_US |
dc.contributor.author | Keinert, Benjamin | en_US |
dc.contributor.author | Nießner, Matthias | en_US |
dc.contributor.author | Buchenau, Christoph | en_US |
dc.contributor.author | Guthe, Michael | en_US |
dc.contributor.author | Stamminger, Marc | en_US |
dc.contributor.editor | Ingo Wald and Jonathan Ragan-Kelley | en_US |
dc.date.accessioned | 2015-07-06T15:26:39Z | |
dc.date.available | 2015-07-06T15:26:39Z | |
dc.date.issued | 2014 | en_US |
dc.identifier.isbn | 978-3-905674-60-6 | en_US |
dc.identifier.issn | 2079-8679 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/hpg.20141097 | en_US |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/hpg.20141097 | |
dc.description.abstract | We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle collisions with arbitrary animated geometry. Our approach runs entirely on the GPU, avoiding costly CPU-GPU memory transfer and exploiting the GPU's computational power. Surfaces are rendered with the hardware tessellation unit, allowing for adaptively-rendered, high-frequency surface detail. Ultimately, our algorithm enables fine-scale surface deformations from geometry impact with very little computational overhead, running well below a millisecond even in complex scenes. As our results demonstrate, our approach is ideally suited to many real-time applications such as video games and authoring tools. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | I.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry and Object Modeling | en_US |
dc.title | Real-Time Deformation of Subdivision Surfaces from Object Collisions | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |