arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2008.00409cs.GR
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P-Cloth:基于多GPU系统的交互式复杂布料仿真,使用动态矩阵装配和流水线隐式积分器

P-Cloth: Interactive Complex Cloth Simulation on Multi-GPU Systems using Dynamic Matrix Assembly and Pipelined Implicit Integrators

Cheng Li, Min Tang, Ruofeng Tong, Ming Cai, Jieyi Zhao, Dinesh Manocha

摘要:

我们提出了一种新的并行算法布料模拟,利用多个GPU的快速计算和非常高的分辨率网格的处理。为了加速隐式积分,我们描述了新的并行算法稀疏矩阵向量乘法(SpMV)和动态矩阵组装上的多GPU工作站。我们的算法使用一种新的工作队列生成方案的胖树GPU互连拓扑结构。此外,我们提出了一种新的碰撞处理方案,使用空间散列的离散和连续的碰撞检测以及非线性的影响区求解器。我们的并行方案可以在多个GPU之间分配计算和存储开销,使我们能够对复杂的布料网格进行几乎交互式的模拟,由于内存限制,这些网格很难在单个GPU上处理。我们已经评估了性能与两个多GPU工作站(4和8 GPU,分别)上的布网格与0.5- 1.65 M三角形。我们的方法可以可靠地处理碰撞,并以2-5 fps的速度生成生动的皱纹和褶皱,这比以前的布料模拟系统要快得多。我们观察到相对于GPU数量的几乎线性加速。

英文摘要:

We present a novel parallel algorithm for cloth simulation that exploits multiple GPUs for fast computation and the handling of very high resolution meshes. To accelerate implicit integration, we describe new parallel algorithms for sparse matrix-vector multiplication (SpMV) and for dynamic matrix assembly on a multi-GPU workstation. Our algorithms use a novel work queue generation scheme for a fat-tree GPU interconnect topology. Furthermore, we present a novel collision handling scheme that uses spatial hashing for discrete and continuous collision detection along with a non-linear impact zone solver. Our parallel schemes can distribute the computation and storage overhead among multiple GPUs and enable us to perform almost interactive simulation on complex cloth meshes, which can hardly be handled on a single GPU due to memory limitations. We have evaluated the performance with two multi-GPU workstations (with 4 and 8 GPUs, respectively) on cloth meshes with 0.5-1.65M triangles. Our approach can reliably handle the collisions and generate vivid wrinkles and folds at 2-5 fps, which is significantly faster than prior cloth simulation systems. We observe almost linear speedups with respect to the number of GPUs.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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