论文标题

p-cloth:使用动态矩阵组件和管道的隐式积分器对多GPU系统上的交互式复杂布模拟

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

论文作者

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

论文摘要

我们提出了一种用于布模拟的新型并行算法,该算法利用多个GPU来快速计算和处理非常高分辨率的网格。为了加速隐式集成,我们描述了稀疏矩阵矢量乘法(SPMV)的新的并行算法以及在多GPU工作站上的动态矩阵组装。我们的算法使用一种新型的工作队列生成方案,用于脂肪树GPU互连拓扑。此外,我们提出了一种新型的碰撞处理方案,该方案使用空间散列进行离散和连续的碰撞检测以及非线性影响区求解器。我们的平行方案可以在多个GPU之间分配计算和存储开销,使我们能够对复杂的布网格进行几乎交互式模拟,由于内存限制,几乎无法在单个GPU上处理。我们已经用两个多GPU工作站(分别为4和8 GPU)评估了具有0.5-1.65万三角形的布网。我们的方法可以可靠地处理碰撞,并以2-5 fps产生生动的皱纹和折叠,这比先前的布模拟系统要快得多。我们观察到有关GPU数量的几乎线性加速。

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.

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