├── UnitySVDComputeShader
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── ClusterInputManager.asset
│ ├── EditorBuildSettings.asset
│ ├── NetworkManager.asset
│ ├── TimeManager.asset
│ ├── AudioManager.asset
│ ├── TagManager.asset
│ ├── EditorSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── DynamicsManager.asset
│ ├── Physics2DSettings.asset
│ ├── NavMeshAreas.asset
│ ├── GraphicsSettings.asset
│ ├── QualitySettings.asset
│ ├── InputManager.asset
│ └── ProjectSettings.asset
├── UnityPackageManager
│ └── manifest.json
└── Assets
│ ├── GetSVD3D.unity.meta
│ ├── Math.cginc.meta
│ ├── Common.cginc.meta
│ ├── ComputeWithCS.compute.meta
│ ├── Common.cginc
│ ├── ComputeWithCS.cs.meta
│ ├── ComputeWithCS.compute
│ ├── ComputeWithCS.cs
│ ├── GetSVD3D.unity
│ └── Math.cginc
├── README.md
└── .gitignore
/UnitySVDComputeShader/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 2017.3.0f3
2 |
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/UnitySVDComputeShader/UnityPackageManager/manifest.json:
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1 | {
2 | "dependencies": {
3 | }
4 | }
5 |
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/UnitySVDComputeShader/ProjectSettings/ClusterInputManager.asset:
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7 |
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/UnitySVDComputeShader/ProjectSettings/EditorBuildSettings.asset:
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8 |
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/UnitySVDComputeShader/ProjectSettings/NetworkManager.asset:
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9 |
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/UnitySVDComputeShader/Assets/GetSVD3D.unity.meta:
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10 |
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/UnitySVDComputeShader/ProjectSettings/TimeManager.asset:
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/UnitySVDComputeShader/Assets/ComputeWithCS.compute.meta:
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1 | fileFormatVersion: 2
2 | guid: 9b6e8dbd5c92e204c9f0fd5a9e1e7040
3 | timeCreated: 1516950058
4 | licenseType: Pro
5 | ComputeShaderImporter:
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8 | userData:
9 | assetBundleName:
10 | assetBundleVariant:
11 |
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/UnitySVDComputeShader/Assets/Common.cginc:
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1 | #ifndef COMMON_INCLUDED
2 | #define COMMON_INCLUDED
3 | static const float4x4 Identity =
4 | {
5 | { 1, 0, 0, 0 },
6 | { 0, 1, 0, 0 },
7 | { 0, 0, 1, 0 },
8 | { 0, 0, 0, 1 }
9 | };
10 |
11 | static const float3x3 Identity3x3 =
12 | {
13 | { 1, 0, 0},
14 | { 0, 1, 0},
15 | { 0, 0, 1},
16 | };
17 |
18 | #endif
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/UnitySVDComputeShader/Assets/ComputeWithCS.cs.meta:
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/UnitySVDComputeShader/ProjectSettings/AudioManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
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6 | m_Volume: 1
7 | Rolloff Scale: 1
8 | Doppler Factor: 1
9 | Default Speaker Mode: 2
10 | m_SampleRate: 0
11 | m_DSPBufferSize: 0
12 | m_VirtualVoiceCount: 512
13 | m_RealVoiceCount: 32
14 | m_SpatializerPlugin:
15 | m_AmbisonicDecoderPlugin:
16 | m_DisableAudio: 0
17 | m_VirtualizeEffects: 1
18 |
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/README.md:
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1 | # UnitySVDComputeShader
2 |
3 | This is a Unity implementation of [Implicit-shifted Symmetric QR Singular Value Decomposition of 3x3 Matrices](http://www.math.ucla.edu/~fuchuyuan/svd/svd.html)
4 |
5 | As a part of [A material point method for snow simulation](https://www.math.ucla.edu/~jteran/papers/SSCTS13.pdf).
6 |
7 | ### It is a GPU SVD implementation, I use compute shader to get SVD for both 2D and 3D matrix.
8 | it takes about 171 ms GPU time to calculate svd values of 10240 matrices.
9 | and takes about 0.23 ms GPU time to calculate svd values of 256 matrices.
10 |
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/UnitySVDComputeShader/ProjectSettings/TagManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 |
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/.gitignore:
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1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Autogenerated VS/MD solution and project files
9 | ExportedObj/
10 | *.csproj
11 | *.unityproj
12 | *.sln
13 | *.suo
14 | *.tmp
15 | *.user
16 | *.userprefs
17 | *.pidb
18 | *.booproj
19 | *.svd
20 | *.VC.db
21 |
22 |
23 | # Unity3D generated meta files
24 | *.pidb.meta
25 |
26 | # Unity3D Generated File On Crash Reports
27 | sysinfo.txt
28 |
29 | # Builds
30 | *.apk
31 | *.unitypackage
32 | UnityComputeShaderExample/.vs/UnityComputeShaderExample/v15/Browse.VC.db
33 | UnityComputeShaderExample/.vs/UnityComputeShaderExample/v15/Browse.VC.opendb
34 |
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/UnitySVDComputeShader/ProjectSettings/EditorSettings.asset:
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4 | EditorSettings:
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6 | serializedVersion: 7
7 | m_ExternalVersionControlSupport: Hidden Meta Files
8 | m_SerializationMode: 2
9 | m_LineEndingsForNewScripts: 2
10 | m_DefaultBehaviorMode: 0
11 | m_SpritePackerMode: 0
12 | m_SpritePackerPaddingPower: 1
13 | m_EtcTextureCompressorBehavior: 1
14 | m_EtcTextureFastCompressor: 1
15 | m_EtcTextureNormalCompressor: 2
16 | m_EtcTextureBestCompressor: 4
17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp
18 | m_ProjectGenerationRootNamespace:
19 | m_UserGeneratedProjectSuffix:
20 | m_CollabEditorSettings:
21 | inProgressEnabled: 1
22 |
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/UnitySVDComputeShader/ProjectSettings/UnityConnectSettings.asset:
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | UnityConnectSettings:
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6 | m_Enabled: 0
7 | m_TestMode: 0
8 | m_TestEventUrl:
9 | m_TestConfigUrl:
10 | m_TestInitMode: 0
11 | CrashReportingSettings:
12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate
14 | m_Enabled: 0
15 | m_CaptureEditorExceptions: 1
16 | UnityPurchasingSettings:
17 | m_Enabled: 0
18 | m_TestMode: 0
19 | UnityAnalyticsSettings:
20 | m_Enabled: 0
21 | m_InitializeOnStartup: 1
22 | m_TestMode: 0
23 | m_TestEventUrl:
24 | m_TestConfigUrl:
25 | UnityAdsSettings:
26 | m_Enabled: 0
27 | m_InitializeOnStartup: 1
28 | m_TestMode: 0
29 | m_IosGameId:
30 | m_AndroidGameId:
31 | m_GameIds: {}
32 | m_GameId:
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34 | m_Enabled: 0
35 |
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/UnitySVDComputeShader/ProjectSettings/DynamicsManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
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4 | PhysicsManager:
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6 | serializedVersion: 7
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
16 | m_EnableAdaptiveForce: 0
17 | m_ClothInterCollisionDistance: 0
18 | m_ClothInterCollisionStiffness: 0
19 | m_ContactsGeneration: 1
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21 | m_AutoSimulation: 1
22 | m_AutoSyncTransforms: 1
23 | m_ClothInterCollisionSettingsToggle: 0
24 | m_ContactPairsMode: 0
25 | m_BroadphaseType: 0
26 | m_WorldBounds:
27 | m_Center: {x: 0, y: 0, z: 0}
28 | m_Extent: {x: 250, y: 250, z: 250}
29 | m_WorldSubdivisions: 8
30 |
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/UnitySVDComputeShader/ProjectSettings/Physics2DSettings.asset:
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6 | serializedVersion: 3
7 | m_Gravity: {x: 0, y: -9.81}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_VelocityIterations: 8
10 | m_PositionIterations: 3
11 | m_VelocityThreshold: 1
12 | m_MaxLinearCorrection: 0.2
13 | m_MaxAngularCorrection: 8
14 | m_MaxTranslationSpeed: 100
15 | m_MaxRotationSpeed: 360
16 | m_BaumgarteScale: 0.2
17 | m_BaumgarteTimeOfImpactScale: 0.75
18 | m_TimeToSleep: 0.5
19 | m_LinearSleepTolerance: 0.01
20 | m_AngularSleepTolerance: 2
21 | m_DefaultContactOffset: 0.01
22 | m_AutoSimulation: 1
23 | m_QueriesHitTriggers: 1
24 | m_QueriesStartInColliders: 1
25 | m_ChangeStopsCallbacks: 0
26 | m_CallbacksOnDisable: 1
27 | m_AutoSyncTransforms: 1
28 | m_AlwaysShowColliders: 0
29 | m_ShowColliderSleep: 1
30 | m_ShowColliderContacts: 0
31 | m_ShowColliderAABB: 0
32 | m_ContactArrowScale: 0.2
33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
38 |
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/UnitySVDComputeShader/ProjectSettings/NavMeshAreas.asset:
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77 | agentHeight: 2
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79 | agentClimb: 0.75
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/UnitySVDComputeShader/Assets/ComputeWithCS.compute:
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1 | // Each #kernel tells which function to compile; you can have many kernels
2 | #pragma kernel ComputeSVD3D
3 | #pragma enable_d3d11_debug_symbols
4 |
5 | #include "Assets/Common.cginc"
6 | #include "Assets/Math.cginc"
7 |
8 | struct Input
9 | {
10 | float4x4 A;
11 | };
12 |
13 | struct Output
14 | {
15 | float4x4 U;
16 | float4 D;
17 | float4x4 Vt;
18 | };
19 |
20 | RWStructuredBuffer _input_buffer;
21 | RWStructuredBuffer