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This primer by Matti Larsson and Christian Holmboe provides a comprehensive introduction to physics engines. It covers the essential algorithms and methods for simulating physics, including rigid body dynamics, deformable objects, and collision detection. The document reviews existing physics engines, like Havok and Vortex, and discusses challenges such as stability, scaling, and over-determined constraints. The authors highlight emerging trends in VR solutions and WYSIWYG tools, emphasizing the collaboration between academia and the commercial sector for standardization in physics simulations.
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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