• Corpus ID: 240354454

Principles towards Real-Time Simulation of Material Point Method on Modern GPUs

  title={Principles towards Real-Time Simulation of Material Point Method on Modern GPUs},
  author={Yun Fei and Yuhan Huang and Ming Gao},
Physics-based simulation has been actively employed in generating offline visual effects in the film and animation industry. However, the computations required for high-quality scenarios are generally immense, deterring its adoption in real-time applications, e.g., virtual production, avatar live-streaming, and cloud gaming. We summarize the principles that can accelerate the computation pipeline on single-GPU and multi-GPU platforms through extensive investigation and comprehension of modern… 


GPU optimization of material point methods
Methods for addressing the computational challenges of MPM and extending the capabilities of general simulation systems based on MPM, particularly concentrating on GPU optimization are introduced.
An architecture for real time fluid simulation using multiple GPUs
This paper proposes an scalable architecture for multiples GPUs for fluid simulation, allowing complex fluid behavior for real time applications like games and could be adapted for others real-time simulations such as physics simulations.
A massively parallel and scalable multi-GPU material point method
This work introduces a new particle data structure that promotes coalesced memory access patterns on the GPU and eliminates the need for complex atomic operations on the memory hierarchy when writing particle data to the grid, and proposes a kernel fusion approach using a new Grid-to-Particles- to-Grid (G2P2G) scheme that efficiently reduces GPU kernel launches, improves latency, and significantly reduces the amount of global memory needed to store particle data.
P-Cloth: Interactive Complex Cloth Simulation on Multi-GPU Systems using Dynamic Matrix Assembly and Pipelined Implicit Integrators.
A novel parallel algorithm for cloth simulation that exploits multiple GPUs for fast computation and the handling of very high resolution meshes and a novel collision handling scheme that uses spatial hashing for discrete and continuous collision detection along with a non-linear impact zone solver are presented.
Multi-GPU and Multi-CPU Parallelization for Interactive Physics Simulations
This paper proposes a parallelization scheme for dynamically balancing work load between multiple CPUs and GPUs based on a two level scheduling associating a traditional task graph partitioning and a work stealing guided by processor affinity and heterogeneity.
Wetbrush: GPU-based 3D painting simulation at the bristle level
A real-time painting system that simulates the interactions among brush, paint, and canvas at the bristle level and shows that artists can use the system to draw realistic and vivid digital paintings, by applying the painting techniques that they are familiar with but not offered by many existing systems.
GPU-based simulation of cloth wrinkles at submillimeter levels
In this paper, we study physics-based cloth simulation in a very high resolution setting, presumably at submillimeter levels with millions of vertices, to meet perceptual precision of our human eyes.
CAMA: Contact‐Aware Matrix Assembly with Unified Collision Handling for GPU‐based Cloth Simulation
A novel GPU‐based approach to robustly and efficiently simulate high‐resolution and complexly layered cloth using a parallelized matrix assembly algorithm that can quickly build a large and sparse matrix in a compressed format and accurately solve linear systems on GPUs.
Particle-Based Fluid Simulation on GPU
This research proposes real-time particle-based fluid simulation with Smoothed Particle Hydrodynamics (SPH) on Graphics Processing Unit (GPU) on programmable graphics hardware.
Descent methods for elastic body simulation on the GPU
A new gradient descent method using Jacobi preconditioning and Chebyshev acceleration is proposed, comparable to that of L-BFGS or nonlinear conjugate gradient, but unlike other methods, it requires no dot product operation, making it suitable for GPU implementation.