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Particle-Based Simulation of Material Aging
| Content Provider | Scilit |
|---|---|
| Author | Gunther, Tobias Rohmer, Kai Grosch, Thorsten |
| Copyright Year | 2018 |
| Description | This chapter describes implementation details of a Graphics processing unit (GPU)-assisted material aging simulation, which is based on customizable aging rules and material transport through particles. The simulation machinery is partly CUDA-based and partly rasterization-based to exploit the advantages of both sides. In fact, it is driven by interplay of a number of modern GPU features, including GPU ray tracing, dynamic shader linkage, tessellation, geometry shaders, rasterization-based splatting and transform feedback. The amount of material carried by gammatons or resting on a surface— the latter is stored in texels of the atlas—is assignable to eight available slots. The gammaton material is updated afterwards in a separate transform feedback pass by feeding the gammatons into the rendering pipeline as point list. The chapter utilizes a simple powerful set of rules to obtain the most common aging effects, including dirt, rust, organic, and water precipitate, and displayed those in a few seconds in which the scene progressively and visibly ages. Book Name: GPU Pro 360 |
| Related Links | https://api.taylorfrancis.com/content/chapters/edit/download?identifierName=doi&identifierValue=10.1201/9781351261524-23&type=chapterpdf |
| Ending Page | 385 |
| Page Count | 19 |
| Starting Page | 367 |
| DOI | 10.1201/9781351261524-23 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2018-04-27 |
| Access Restriction | Open |
| Subject Keyword | Book Name: Gpu Pro 360 Industrial Engineering Partly Rasterization Shader Simulation Gammatons Feedback |
| Content Type | Text |
| Resource Type | Chapter |