Through the evolution of computer graphics we get closer and closer to the realistic imitation of our real world. The advancing graphics hardware supports easy execution of more and more demanding computational processes, which leads to progress in every field of computer graphics.
One of these fields is the representation of deformable bodies. Nowadays, physical simulation usually works with rigid objects that cannot simulate the correct behaviour of physical deformation (distortion, collision etc.). Using deformable bodies eliminates this problem: it allows us to create real-time applications that feature visuals nigh identical to the real world.
The study of deformable bodies generated an array of new methods as well as adaptations of existing algorithms. However, the final result also depends on the tools the simulation is based on. The first part of this essay summarizes the existing methods, detailing spatial and temporal discretization techniques.
The second part analyses technological and programming tools that make real-time rendering and graphics hardware programming possible, describing one of the most used apparatus, DirectCompute from Microsoft.
In the third section, a detailed explanation of a demo application can be read, that focuses on the most important parts of the program.
The summary recaps the performance results of the demo application through various test scenarios and enumerates the possible ways of future development.