Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth Tearing

In this paper, we propose a GPU-based framework to accelerate dynamic remeshing and self-collision handling required for tearing thin-shell materials such as cloth: 1) Dynamic remeshing involves updating the shape and connectivity information at the element/node level, making parallel computing chal...

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Main Authors: Jong-Hyun Kim, Jung Lee
Format: Article
Language:English
Published: IEEE 2025-01-01
Series:IEEE Access
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Online Access:https://ieeexplore.ieee.org/document/10818678/
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author Jong-Hyun Kim
Jung Lee
author_facet Jong-Hyun Kim
Jung Lee
author_sort Jong-Hyun Kim
collection DOAJ
description In this paper, we propose a GPU-based framework to accelerate dynamic remeshing and self-collision handling required for tearing thin-shell materials such as cloth: 1) Dynamic remeshing involves updating the shape and connectivity information at the element/node level, making parallel computing challenging and computationally costly. In this paper, we propose a new data structure that enables GPU-friendly calculations. Additionally, 2) to efficiently handle the computationally intensive self-collision handling in tearing cloth, we propose a GPU-based BVH (Bounding Volume Hierarchy) tree construction, update, and traversal method, along with an optimized R-Triangle (Representative-Triangle) technique. We also present a method to optimize kernels based on a complete binary tree in arbitrary triangular meshes, improving performance. Thin-shell materials are utilized in various fields including simulation/animation based on physics, games, surgical simulation, and virtual reality. Tearing cloth requires dynamically updating its geometry and connectivity, which is complex and computationally intensive. This process needs to be performed quickly, especially when dealing with interactive content. Most existing approaches perform remeshing through low-resolution simulations to maintain real-time performance or use pre-divided patterns, which cannot be considered dynamic remeshing and result in low-quality torn surface patterns. In this study, we propose a GPU-optimized dynamic remeshing algorithm that enables real-time processing of high-resolution cloth tearing. Additionally, we introduce a method to accelerate the computationally intensive self-collision handling in tearing cloth simulations using GPUs. To achieve this, we propose a GPU-based complete binary tree method to efficiently construct, update, and traverse a BVH (Bounding Volume Hierarchy) tree and optimize the R-Triangle (Representative-Triangle) technique on triangular meshes using GPUs to minimize primitive collision checks. The proposed method performs dynamic remeshing rather than using predefined split mesh structures, making it suitable for interactive physics-based modeling in applications such as virtual reality surgery simulation, real-time gaming, and virtual environments.
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spelling doaj-art-96ee6cbd62c54315a4db55576642e1432025-01-09T00:01:51ZengIEEEIEEE Access2169-35362025-01-01133188320310.1109/ACCESS.2024.352431810818678Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth TearingJong-Hyun Kim0https://orcid.org/0000-0003-1603-2675Jung Lee1Department of Design Technology, College of Software and Convergence, Inha University, Michuhol-gu, Incheon, South KoreaDepartment of Computer Engineering, Hanbat National University, Yuseong-gu, Daejeon, South KoreaIn this paper, we propose a GPU-based framework to accelerate dynamic remeshing and self-collision handling required for tearing thin-shell materials such as cloth: 1) Dynamic remeshing involves updating the shape and connectivity information at the element/node level, making parallel computing challenging and computationally costly. In this paper, we propose a new data structure that enables GPU-friendly calculations. Additionally, 2) to efficiently handle the computationally intensive self-collision handling in tearing cloth, we propose a GPU-based BVH (Bounding Volume Hierarchy) tree construction, update, and traversal method, along with an optimized R-Triangle (Representative-Triangle) technique. We also present a method to optimize kernels based on a complete binary tree in arbitrary triangular meshes, improving performance. Thin-shell materials are utilized in various fields including simulation/animation based on physics, games, surgical simulation, and virtual reality. Tearing cloth requires dynamically updating its geometry and connectivity, which is complex and computationally intensive. This process needs to be performed quickly, especially when dealing with interactive content. Most existing approaches perform remeshing through low-resolution simulations to maintain real-time performance or use pre-divided patterns, which cannot be considered dynamic remeshing and result in low-quality torn surface patterns. In this study, we propose a GPU-optimized dynamic remeshing algorithm that enables real-time processing of high-resolution cloth tearing. Additionally, we introduce a method to accelerate the computationally intensive self-collision handling in tearing cloth simulations using GPUs. To achieve this, we propose a GPU-based complete binary tree method to efficiently construct, update, and traverse a BVH (Bounding Volume Hierarchy) tree and optimize the R-Triangle (Representative-Triangle) technique on triangular meshes using GPUs to minimize primitive collision checks. The proposed method performs dynamic remeshing rather than using predefined split mesh structures, making it suitable for interactive physics-based modeling in applications such as virtual reality surgery simulation, real-time gaming, and virtual environments.https://ieeexplore.ieee.org/document/10818678/Hin-shellcloth simulationtearing simulationdynamic remeshingphysically-based simulationself-collision handling
spellingShingle Jong-Hyun Kim
Jung Lee
Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth Tearing
IEEE Access
Hin-shell
cloth simulation
tearing simulation
dynamic remeshing
physically-based simulation
self-collision handling
title Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth Tearing
title_full Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth Tearing
title_fullStr Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth Tearing
title_full_unstemmed Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth Tearing
title_short Advanced GPU Techniques for Dynamic Remeshing and Self-Collision Handling in Real-Time Cloth Tearing
title_sort advanced gpu techniques for dynamic remeshing and self collision handling in real time cloth tearing
topic Hin-shell
cloth simulation
tearing simulation
dynamic remeshing
physically-based simulation
self-collision handling
url https://ieeexplore.ieee.org/document/10818678/
work_keys_str_mv AT jonghyunkim advancedgputechniquesfordynamicremeshingandselfcollisionhandlinginrealtimeclothtearing
AT junglee advancedgputechniquesfordynamicremeshingandselfcollisionhandlinginrealtimeclothtearing