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As focus in modern computer games shifts from purely realistic
rendering to a more realistic environment for the user, interactive
physical simulation of a broad range of objects - demanding a
believable appearance, rather than physical correctness - becomes
increasingly important. Traditionally physically based simulation
is done on the CPU, however the pace of innovation in graphics
hardware is staggering and continues to outpace processor
development. In addition, the programmable rendering pipeline makes
graphics hardware capable of doing much more than simply rendering
a scene. This book combines both aspects by presenting an approach
of performing physically based modelling solely on graphics
hardware by using the concept of Memory Objects. The algorithms
presented in this work allow for the simulation of cloth, rigid and
soft bodies. The main aspects of physically based modelling
discussed in this book are: verlet integration, containing shape,
collision detection and collision response.
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