Current trends in the computer graphics community propose leveraging the massive parallel computational power of GPUs to accelerate physically based simulations. Collision detection and solving is a fundamental part of this process. It is also the most significant bottleneck on physically based simulations and it easily becomes intractable as the number of vertices in the scene increases. Brute force approaches carry a quadratic growth in both computational time and memory footprint. While their parallelization is trivial in GPUs, their complexity discourages from using such approaches. Acceleration structures -- such as BVH -- are often applied to increase performance, achieving logarithmic computational times for individual point queries. Nonetheless, their memory footprint also grows rapidly and their parallelization in a GPU is problematic due to their branching nature. We propose using implicit surface representations learnt through deep learning for collision handling in physically based simulations. Our proposed architecture has a complexity of O(n) -- or O(1) for a single point query -- and has no parallelization issues. We will show how this permits accurate and efficient collision handling in physically based simulations, more specifically, for cloth. In our experiments, we query up to 1M points in 300 milliseconds.
翻译:计算机图形界的当前趋势表明,利用GPU的巨大平行计算能力来加速物理模拟。 碰撞探测和解析是这一过程的一个基本部分。 它也是基于物理的模拟中最重要的瓶颈,而且随着场面脊椎的增加,很容易变得棘手。 布鲁特力方法在计算时间和记忆足迹两方面都有二次增长。 虽然在GPU中,它们的平行作用微不足道,但它们的复杂性不利于使用这种方法。 加速结构 -- -- 例如BVH -- -- 常常用于提高性能,达到单个点查询的对数计算时间。 尽管如此,它们的记忆足迹也迅速增长,由于它们的分支性质,它们在GPU中平行化成问题。 我们提议使用通过深层学习在物理模拟中碰撞处理过程中的隐含表面表现。 我们拟议的结构具有O(n)的复杂度 -- -- 或单点查询的O(1) -- -- 并且没有平行问题。 我们将显示这如何允许在物理模拟中准确和高效地处理碰撞问题,更具体地说,在布质上。 我们的实验中,我们用300毫秒来查询1M点。