Real-Time Cloth Simulation Using WebGPU: Evaluating Limits of High-Resolution
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arXiv
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| Main Authors: | , , , , , |
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| Format: | Preprint |
| Published: |
2025
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| _version_ | 1866915392027361280 |
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| author | Sung, Nak-Jun Ma, Jun Kim, TaeHeon Choi, Yoo-joo Choi, Min-Hyung Hong, Min |
| author_facet | Sung, Nak-Jun Ma, Jun Kim, TaeHeon Choi, Yoo-joo Choi, Min-Hyung Hong, Min |
| contents | This study explores the capabilities of WebGPU, an emerging web graphics paradigm, for real-time cloth simulation. Traditional WebGL-based methods have been in handling complex physical simulations due to their emphasis on graphics rendering rather than general-purpose GPU (GPGPU) operations. WebGPU, designed to provide modern 3D graphics and computational capabilities, offers significant improvements through parallel processing and support for computational shaders. In this work, we implemented a cloth simulation system using the Mass-Spring Method within the WebGPU framework, integrating collision detection and response handling with the 3D surface model. First, comparative performance evaluations demonstrate that WebGPU substantially outperforms WebGL, particularly in high-resolution simulations, maintaining 60 frames per second (fps) even with up to 640K nodes. The second experiment aimed to determine the real-time limitations of WebGPU and confirmed that WebGPU can handle real-time collisions between 4K and 100k cloth node models and a 100K triangle surface model in real-time. These experiments also highlight the importance of balancing real-time performance with realistic rendering when handling collisions between cloth models and complex 3D objects. Our source code is available at https://github.com/nakjun/Cloth-Simulation-WebGPU |
| format | Preprint |
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arxiv_https___arxiv_org_abs_2507_11794 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Real-Time Cloth Simulation Using WebGPU: Evaluating Limits of High-Resolution Sung, Nak-Jun Ma, Jun Kim, TaeHeon Choi, Yoo-joo Choi, Min-Hyung Hong, Min Graphics This study explores the capabilities of WebGPU, an emerging web graphics paradigm, for real-time cloth simulation. Traditional WebGL-based methods have been in handling complex physical simulations due to their emphasis on graphics rendering rather than general-purpose GPU (GPGPU) operations. WebGPU, designed to provide modern 3D graphics and computational capabilities, offers significant improvements through parallel processing and support for computational shaders. In this work, we implemented a cloth simulation system using the Mass-Spring Method within the WebGPU framework, integrating collision detection and response handling with the 3D surface model. First, comparative performance evaluations demonstrate that WebGPU substantially outperforms WebGL, particularly in high-resolution simulations, maintaining 60 frames per second (fps) even with up to 640K nodes. The second experiment aimed to determine the real-time limitations of WebGPU and confirmed that WebGPU can handle real-time collisions between 4K and 100k cloth node models and a 100K triangle surface model in real-time. These experiments also highlight the importance of balancing real-time performance with realistic rendering when handling collisions between cloth models and complex 3D objects. Our source code is available at https://github.com/nakjun/Cloth-Simulation-WebGPU |
| title | Real-Time Cloth Simulation Using WebGPU: Evaluating Limits of High-Resolution |
| topic | Graphics |
| url | https://arxiv.org/abs/2507.11794 |