Real-Time Cloth Simulation Using WebGPU: Evaluating Limits of High-Resolution

Fuente: arXiv
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Main Authors: Sung, Nak-Jun, Ma, Jun, Kim, TaeHeon, Choi, Yoo-joo, Choi, Min-Hyung, Hong, Min
Format: Preprint
Published: 2025
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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
id 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