Real-Time Deformation of Subdivision Surfaces from Object Collisions

Buchenau C, Guthe M, Nießner M, Stamminger M, Schäfer H, Keinert B (2014)


Publication Type: Conference contribution

Publication year: 2014

Publisher: Eurographics Association

Edited Volumes: High-Performance Graphics 2014, HPG 2014 - Proceedings

Pages Range: 89-96

Conference Proceedings Title: Proceedings of the 6th High-Performance Graphics Conference

Event location: Lyon

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.

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How to cite

APA:

Buchenau, C., Guthe, M., Nießner, M., Stamminger, M., Schäfer, H., & Keinert, B. (2014). Real-Time Deformation of Subdivision Surfaces from Object Collisions. In Proceedings of the 6th High-Performance Graphics Conference (pp. 89-96). Lyon: Eurographics Association.

MLA:

Buchenau, Christoph, et al. "Real-Time Deformation of Subdivision Surfaces from Object Collisions." Proceedings of the High Performance Graphics 2014, Lyon Eurographics Association, 2014. 89-96.

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