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Simulacija tkanin z modelom vzmeti in mas na grafični strojni opremi
ID KOS, ROK (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window, ID Bohak, Ciril (Co-mentor)

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Abstract
Uporaba simulacije tkanine se je skozi zgodovino spreminjala od zgodnjih 70. let 20. stoletja, ko se je uporabljala v industrijah, kot so tekstilna, filmska in modna. Dandanes se uporaba in razvoj bolj osredotočata na vizualizacijo in nove tehnologije, kot so navidezna resničnost, obogatena resničnost in videoigre. Največji raziskovalni poudarki na tem področju ciljajo na izboljšanje hitrosti simulacije in realističen videz ter obnašanje tkanine. V diplomskem delu raziskujemo že obstoječe metode in modele za simulacijo tkanine. Nato predstavimo arhitekturo grafične kartice in kako bomo izrabili njene lastnosti za pospešitev simulacije tkanine. Predstavimo in implementiramo tudi Verletovo integracijsko metodo, ki jo uporabimo za računanje položajev v modelu vzmeti in mas. Na koncu ovrednotimo in primerjamo rezultate diplomskega dela z dvema odprtokodnima implementacijama v Blenderju in NVidia NvCloth.

Language:Slovenian
Keywords:simulacija tkanin, GPE, Verlet integracija, model mas in vzmeti
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
FMF - Faculty of Mathematics and Physics
Year:2021
PID:20.500.12556/RUL-129031 This link opens in a new window
COBISS.SI-ID:75149315 This link opens in a new window
Publication date in RUL:24.08.2021
Views:732
Downloads:61
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Secondary language

Language:English
Title:Mass-spring cloth simulation with graphic hardware
Abstract:
Usage of cloth simulation throughout history changed from the early 70s when it was used in standard industries such as textile, film and fashion. Today, usage and research is focused on visualization and new technologies such as virtual reality, augmented reality and video games. Most resources in this research field are dedicated to improving the speed of simulation and achieving a more realistic look and behaviour. In this thesis, we explore already existing methods and models for simulating cloth. Then, we present the architecture of the graphical processing unit, its characteristics and how they are used to speed up cloth simulation. We also delineate and implement the Verlet integration method which is used for calculating the positions of particles in the spring-mass model. Lastly, we grade its performance and compare it to two open-source implementations in Blender and NVidia NvCloth.

Keywords:cloth simulation, GPU, Verlet integration, mass-spring model

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