
Real-Time Physically Based
Deformation Using
Transform Feedback
Muhammad Mobeen Movania and Lin Feng
17.1 Introduction
This chapter describes a method for implementing real-time deformation using the
transform feedback mechanism of the modern GPU. We will begin with an intro-
duction to the transform feedback mechanism and how it might be exploited to
implement a deformation pipeline. Numerous physically based deformation models
have been proposed in the literature [Nealen et al. 06]. To demonstrate the power of
the proposed acceleration techniques, we implement a basic cloth simulation using
the mass spring system (see Figure 17.1).
The vertex shader