AVBD 3D — results against the paper

Our WebGPU implementation of Augmented Vertex Block Descent (Giles, Diaz, Yuksel, SIGGRAPH 2025), timed on the scenes of the paper's performance figures, against the times the paper reports on an NVIDIA RTX 4090. One column per machine; each is a report in docs/data/bench3d/. Run the suite with bench3d.html (or pnpm bench3d:gpu).

Against the paper

Per frame, whole step (collision, colouring, solve). Paper times include collision detection; the solve part is from its Table 1. Ratio = ours / paper: below 1× is faster.

All scenes

Wall time per step (the queue kept busy), ms. Small scenes run on anything; settled scenes track the development notes.

Per machine

GPU time per phase is the median of 10 isolated steps (timestamp queries), which run at lower clocks than back-to-back steps, so the phases can add up to more than the wall time.

The paper's Table 1 (RTX 4090, solver only)

sceneSeq. ImpulseXPBDVBDAVBD
Fig. 1, 110,000 bodies14.1 ms (15 it)19.5 ms (6 sub)10.8 ms (15 it)3.5 ms (4 it)
Fig. 3, 510,000 bodies78.4 ms (27 it)524.7 ms (26 sub)26.5 ms (8 it)10.3 ms (3 it)

Iteration counts are what each method needed to keep the piles standing. Timestep 1/60 s throughout.

How to read this

Add a machine

Run bench3d.html on it with a machine name, press "Download results", and put the file in docs/data/bench3d/ (commit it to keep it). To preview without committing, paste the copied JSON here; it stays in this browser only.