Álvaro del Monte, Roberto Torres, Pedro J. Martín, Antonio Gavilanes



In this paper we study how to implement a fully GPU-based rigid body simulator by programming shaders for every phase of the simulation. We analyze the pros and cons of different approaches, and point out the bottlenecks we have detected. We also apply the developed techniques to two case studies, comparing them with the analogous versions running on CPU.


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Paper Citation

in Harvard Style

del Monte Á., Torres R., J. Martín P. and Gavilanes A. (2008). A FULLY GPU-IMPLEMENTED RIGID BODY SIMULATOR . In Proceedings of the Third International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2008) ISBN 978-989-8111-20-3, pages 342-350. DOI: 10.5220/0001098503420350

in Bibtex Style

author={Álvaro del Monte and Roberto Torres and Pedro J. Martín and Antonio Gavilanes},
booktitle={Proceedings of the Third International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2008)},

in EndNote Style

JO - Proceedings of the Third International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, (VISIGRAPP 2008)
SN - 978-989-8111-20-3
AU - del Monte Á.
AU - Torres R.
AU - J. Martín P.
AU - Gavilanes A.
PY - 2008
SP - 342
EP - 350
DO - 10.5220/0001098503420350