Primer to Physics Engines By Matti Larsson and
Primer to Physics Engines By Matti Larsson and Christian Holmboe, Nya Medier, 5 p, VT 02
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
Physics engines Engine Description Prime usage Havok Real-time physics SDK Games Vortex Real-time physics SDK Scientific, VR Dynasim Tool for engineering, modelling and simulation Industry
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
- Slides: 8