Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in Unity

This paper presents a comparative study of the Vertex Block Descent (VBD) and Position-Based Dynamics (PBD) algorithms, focusing on their performance in physical simulation tasks. Unity, a versatile physics engine, served as the simulation platform for the experiments. Among various types of physica...

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Main Authors: Jun Ma, Nak-Jun Sung, Min-Hyung Choi, Min Hong
Format: Article
Language:English
Published: MDPI AG 2024-11-01
Series:Applied Sciences
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Online Access:https://www.mdpi.com/2076-3417/14/23/11072
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author Jun Ma
Nak-Jun Sung
Min-Hyung Choi
Min Hong
author_facet Jun Ma
Nak-Jun Sung
Min-Hyung Choi
Min Hong
author_sort Jun Ma
collection DOAJ
description This paper presents a comparative study of the Vertex Block Descent (VBD) and Position-Based Dynamics (PBD) algorithms, focusing on their performance in physical simulation tasks. Unity, a versatile physics engine, served as the simulation platform for the experiments. Among various types of physical simulations of deformable objects, fluids, and cloth dynamics, cloth simulations were chosen for implementation with both algorithms. The experimental setup ensured identical parameters, including time steps and movement behavior, for both algorithms across scenarios involving hanging, object-to-object collisions, and self-collisions. The results indicate that while the performance difference in frames per second (fps) between the two algorithms is negligible for simulations with a small number of nodes, the VBD algorithm consistently outperforms the PBD algorithm as the node count increases. Furthermore, this study provides practical guidelines for maintaining real-time performance, detailing the maximum node count each algorithm can support, while sustaining a minimum threshold of 30 fps, which is necessary for real-time applications. The comparison was conducted using CPU-based computation to establish a baseline for future studies in GPU-accelerated environments, where parallel processing is expected to further highlight the performance advantages of VBD. Future work will extend this research by evaluating additional physical simulation models, including the Mass-Spring System and Extended Position-Based Dynamics (XPBD), and developing optimizations to enhance the efficiency and scalability of these algorithms.
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spelling doaj-art-fdc2dec2f4624b29aac0ddb76632f03f2024-12-13T16:22:44ZengMDPI AGApplied Sciences2076-34172024-11-0114231107210.3390/app142311072Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in UnityJun Ma0Nak-Jun Sung1Min-Hyung Choi2Min Hong3Department of Software Convergence, Soonchunhyang University, Asan 31538, Republic of KoreaDepartment of Software Convergence, Soonchunhyang University, Asan 31538, Republic of KoreaDepartment of Computer Science, Saint Louis University, St. Louis, MO 63103, USADepartment of Computer Software Engineering, Soonchunhyang University, Asan 31538, Republic of KoreaThis paper presents a comparative study of the Vertex Block Descent (VBD) and Position-Based Dynamics (PBD) algorithms, focusing on their performance in physical simulation tasks. Unity, a versatile physics engine, served as the simulation platform for the experiments. Among various types of physical simulations of deformable objects, fluids, and cloth dynamics, cloth simulations were chosen for implementation with both algorithms. The experimental setup ensured identical parameters, including time steps and movement behavior, for both algorithms across scenarios involving hanging, object-to-object collisions, and self-collisions. The results indicate that while the performance difference in frames per second (fps) between the two algorithms is negligible for simulations with a small number of nodes, the VBD algorithm consistently outperforms the PBD algorithm as the node count increases. Furthermore, this study provides practical guidelines for maintaining real-time performance, detailing the maximum node count each algorithm can support, while sustaining a minimum threshold of 30 fps, which is necessary for real-time applications. The comparison was conducted using CPU-based computation to establish a baseline for future studies in GPU-accelerated environments, where parallel processing is expected to further highlight the performance advantages of VBD. Future work will extend this research by evaluating additional physical simulation models, including the Mass-Spring System and Extended Position-Based Dynamics (XPBD), and developing optimizations to enhance the efficiency and scalability of these algorithms.https://www.mdpi.com/2076-3417/14/23/11072graphic simulationcloth simulationphysics-based simulationvertex block descentposition-based dynamics
spellingShingle Jun Ma
Nak-Jun Sung
Min-Hyung Choi
Min Hong
Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in Unity
Applied Sciences
graphic simulation
cloth simulation
physics-based simulation
vertex block descent
position-based dynamics
title Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in Unity
title_full Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in Unity
title_fullStr Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in Unity
title_full_unstemmed Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in Unity
title_short Performance Comparison of Vertex Block Descent and Position Based Dynamics Algorithms Using Cloth Simulation in Unity
title_sort performance comparison of vertex block descent and position based dynamics algorithms using cloth simulation in unity
topic graphic simulation
cloth simulation
physics-based simulation
vertex block descent
position-based dynamics
url https://www.mdpi.com/2076-3417/14/23/11072
work_keys_str_mv AT junma performancecomparisonofvertexblockdescentandpositionbaseddynamicsalgorithmsusingclothsimulationinunity
AT nakjunsung performancecomparisonofvertexblockdescentandpositionbaseddynamicsalgorithmsusingclothsimulationinunity
AT minhyungchoi performancecomparisonofvertexblockdescentandpositionbaseddynamicsalgorithmsusingclothsimulationinunity
AT minhong performancecomparisonofvertexblockdescentandpositionbaseddynamicsalgorithmsusingclothsimulationinunity