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© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

Featured Application

The proposed method can be applied to represent the cloth object in Unity3D for AR/VR application, interactive game development, force-based deformable object simulation, etc.

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.

Details

Title
Real-Time Cloth Simulation Using Compute Shader in Unity3D for AR/VR Contents
Author
Va, Hongly 1   VIAFID ORCID Logo  ; Choi, Min-Hyung 2 ; Hong, Min 3   VIAFID ORCID Logo 

 Department of Software Convergence, Soonchunhyang University, Asan 31538, Korea; [email protected] 
 Department of Computer Science and Engineering, University of Colorado Denver, Denver, CO 80217, USA; [email protected] 
 Department of Computer Software Engineering, Soonchunhyang University, Asan 31538, Korea 
First page
8255
Publication year
2021
Publication date
2021
Publisher
MDPI AG
e-ISSN
20763417
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2570585194
Copyright
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.