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"Primer to Physics Engines" by Matti Larsson and Christian Holmboe provides an in-depth introduction to physics simulations, covering essential algorithms, methods, and existing physics engines. Key topics include rigid bodies, deformable objects, collision detection, and motion capture techniques. The authors explore challenges in the field, such as stability and scaling issues, while discussing future directions like the emergence of total VR solutions and WYSIWYG tools. This comprehensive resource bridges the gap between academic theory and practical application in the evolving landscape of physics in interactive media.
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Primer to Physics Engines By Matti Larsson and Christian Holmboe, Nya Medier, 5p, VT02
Paper contents • Introduction to physics simulations • Technical overview of algorithms and methods • Overview of existing physics engines • In the summary, we discuss the driving forces behind and the future of physics engines
Introduction • Rigid bodies • Deformable objects • Collision detection • Broad phase • Narrow phase • Constraints
Havok • Cloth is a two-dimensional spring mesh • Fast cloth technique
Vortex • Motion captured character animation • Relative Position, Relative Orientation (RPRO)
Key problems • Stability problems • Scaling problems • Rotation energy • Over-determined constraints • Multi-physics • Hardware concerns
Conclusions and future • Total VR solution packages will emerge • WYSIWYG (What You See Is What You Get) tools • Cheating vs. real physics; examples: • Havok cloth • Vortex character animation, Relative Position, Relative Orientation (RPRO). • Chaotic behaviour • Academic and commercial worlds join forces for standardization and cost sharing