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On the other hand, graphics hardware is more and more powerful.
In an application using physically based deformable models, the rendering is usually poor. As we must simulate each node, the object’s surface only has a few polygons. Thus, the graphics hardware is notably under used.
So comes the idea to use the dedicated graphics hardware to do something else besides rendering.
For example, we can cite Myskowsky & al. which uses the rasterizing part of the graphics hardware to detect collisions between complex solids. The algorithm uses the depth information provided by the Z-buffer to detect overlapping between solids.
To continue, we need to know a little more about the rendering process.