(Figure 1) The Comparing Amount of Performance Between x86 CPU and NVIDIA’s GPU
(Figure 2) Types of Springs Used in Mass Spring System
(Figure 3) 2016 Q1 Game Engine Market Share
(Figure 4) Thread Construction in Compute Shader
(Figure 5) Pseudocode : Collision Detection with Sphere object
(Figure 6) Image of Vector Reflected by Sphere’s Surface
(Figure 7) Velocity as Ray Casted on Sphere Object
(Figure 8) Radius Offset Calculated with Length of Structural Spring
(Figure 9) Performance Comparison between First Method and Second method
(Figure 10) Performance Comparison between CPU and GPU with Proposed Second Method
(Table 1) Environment SW and HW Specification of PC
(Table 2) Parameters of Cloth Simulation
(Table 3) Performed Simulation with Static Sphere Object
(Table 4) Performed Simulation with Moving Sphere Object
References
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- O'Connor, Corey, and Keith Stevens. "Modeling cloth using mass spring systems." Appl. Soft. Comput 12 (2003): 266-273.
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