scispace - formally typeset
Search or ask a question

Showing papers on "Physics engine published in 2008"


Proceedings ArticleDOI
19 Oct 2008
TL;DR: This paper defines a technique for modeling the data sensed from such surfaces as input within a physics simulation, capable of modeling both multiple contact points and more sophisticated shape information, and of mapping this user input to contact forces due to friction and collisions within the physics simulation.
Abstract: This paper explores the intersection of emerging surface technologies, capable of sensing multiple contacts and of-ten shape information, and advanced games physics engines. We define a technique for modeling the data sensed from such surfaces as input within a physics simulation. This affords the user the ability to interact with digital objects in ways analogous to manipulation of real objects. Our technique is capable of modeling both multiple contact points and more sophisticated shape information, such as the entire hand or other physical objects, and of mapping this user input to contact forces due to friction and collisions within the physics simulation. This enables a variety of fine-grained and casual interactions, supporting finger-based, whole-hand, and tangible input. We demonstrate how our technique can be used to add real-world dynamics to interactive surfaces such as a vision-based tabletop, creating a fluid and natural experience. Our approach hides from application developers many of the complexities inherent in using physics engines, allowing the creation of applications without preprogrammed interaction behavior or gesture recognition.

234 citations


Proceedings ArticleDOI
10 Dec 2008
TL;DR: An augmented reality application for mechanics education that utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments in the domain of mechanics in real time, PhysicsPlayground is presented.
Abstract: We present an augmented reality application for mechanics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments in the domain of mechanics in real time. Students are enabled to actively build own experiments and study them in a three-dimensional virtual world. A variety of tools are provided to analyze forces, mass, paths and other properties of objects before, during and after experiments. Innovative teaching content is presented that exploits the strengths of our immersive virtual environment. PhysicsPlayground serves as an example of how current technologies can be combined to deliver a new quality in physics education.

114 citations


Proceedings ArticleDOI
09 Aug 2008
TL;DR: A new architecture for physics engines focusing on the simulation of rigid bodies with some of its methods implemented on the GPU is presented, including an uncoupled multithread game loop used by the physics engine.
Abstract: The Graphics Processing Units or simply GPUs have evolved into extremely powerful and flexible processors. This flexibility and power have allowed new concepts in general purpose computation to emerge. This paper presents a new architecture for physics engines focusing on the simulation of rigid bodies with some of its methods implemented on the GPU. Sending physics computation to the GPU enables the unloading of the required computations from the CPU, allowing it to process other tasks and optimizations. Another important reason for using the GPU is to allow physics engines to process a higher number of bodies in the simulation. It also presents an automatic process distribution scheme between CPU and GPU. The importance of the automatic distribution for physics simulation arises from the fact that, sometimes, the simulated scene characteristics may change during the simulation and by using an automatic distribution scheme the system may obtain the best performance of both processors (CPU and GPU). Also, with an automatic distribution mode, the developer does not have to decide which processor will do the work allowing the system to choose between CPU and GPU. This paper also presents an uncoupled multithread game loop used by the physics engine.

36 citations


Proceedings ArticleDOI
10 Jul 2008
TL;DR: This paper proposes to apply physical attributes to each virtual object, which can be done by using a physics engine, a software library containing functions related with physics, which poses a lot of problems in the AR environment.
Abstract: In 3D computer graphics, it has been an important issue to describe a virtual object realistically and show it in a physically correct manner. Unlike the virtual reality(VR), the augmented reality (AR) is an environment containing virtual and real objects simultaneously. However, the difference in motion between the virtual and real objects is obvious, which makes it hard for AR to be realistic and attractive. To reduce this gap, we propose to apply physical attributes to each virtual object, which can be done by using a physics engine, a software library containing functions related with physics. For this purpose, an ODE (open dynamics engine) library is used. However, the direct use of the library in the AR environment poses a lot of problems. Most of all, the coordination of the coordinate systems between OSG (OpenSceneGraph) and ODE must be taken care of. Next the positions of markers are also needed to be considered. In this paper, such problems are addressed and solutions to them are discussed.

31 citations


Journal ArticleDOI
TL;DR: The author's group recently conducted a detailed scientific investigation of the physics engine of Unreal Tournament 2004 (UT2004), which probed the accessibility and fidelity of UT2004's physics engine and suggested guidelines for educators on how to deploy the approach.
Abstract: Commercial computer games contain “physics engine” components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a detailed scientific investigation of the physics engine of Unreal Tournament 2004 (UT2004). This article presents their motivation, methodology, and results. The author presents the findings of experiments that probed the accessibility and fidelity of UT2004's physics engine, examples of educational materials developed, and an evaluation of their use in high school classes. The associated pedagogical implications of this approach are discussed, and the author suggests guidelines for educators on how to deploy the approach. Key resources are presented on an associated Web site.

13 citations


01 Jan 2008
TL;DR: Simulation learning prepares first responders to perform effectively under high stress and enables them to practice in teams.
Abstract: Real-time gaming engines, such as Epic Game's Unreal Engine[1], provide an excellent resource as a training environment. These engines provide an alternate reality that can accurately depict not only real world geometry, but they can also achieve realistic physical effects such as radiation fields and blast physics. The real time photorealistic graphics available through the Unreal Engine add to its applicability to this project's needs. Moreover, this engine provides a very efficient means to modify the game's physics modeling, visual effects, and game play structure to fit the ever-evolving needs of a training curriculum. To this end, we have worked to extend the Unreal Engine to incorporate radiation effects dependent on distance from a radiological source, similar to what one would experience in the real world. In order to help better prepare first responders for using the radiological detection equipment vital for mission success, we have continued work, previously described by Sanders and Rhodes [2], on a Geiger counter readout display being implemented and added to the interface's Heads Up Display (HUD) as well as incorporating a physically accurate model within the engine that will allow the first responder to acclimate themselves to the sounds and possible size of themore » device. Moreover, the Karma Physics Engine, which works in conjunction with the Unreal Engine 2, accurately simulates fluid physics, blast effects, and basic player movements. It is this physics engine that has been the focus of our continued efforts and has been extended to include realistic modeling of radiological effects.« less

12 citations


Journal ArticleDOI
TL;DR: The methodology behind the simulation of uid ow with up to 150,000 fully resolved rigid bodies incorporated in the ow and a so-called rigid body physics engine for the treatment of the objects is studied.
Abstract: We study the methodology behind the simulation of uid ow with up to 150,000 fully resolved rigid bodies incorporated in the ow. The simulation is performed using a 3D Lattice Boltzmann solver for the uid ow and a so-called rigid body physics engine for the treatment of the objects. The numerical methods, the necessary extensions and the coupling between both methods are presented in detail. Furthermore, the parallelisation is discussed and performance results are given for dierent test cases with up to 150,000 rigid bodies on up to 1025 processor cores. The approach enables a detailed simulation of large scale particulate

12 citations


Proceedings ArticleDOI
10 Sep 2008
TL;DR: A hand detection and tracking system that maintains information about the way multiple users move their palms and fingers in 3D space using the feed from two fixed uncalibrated cameras is proposed.
Abstract: A mixed reality system where users interact with real and virtual 3D objects in a 3D world controlled by a physics engine is presented. To build the system we propose a hand detection and tracking system that maintains information about the way multiple users move their palms and fingers in 3D space using the feed from two fixed uncalibrated cameras. The complete 3D system can process and renders more than 30 frames per second.

6 citations


27 Nov 2008
TL;DR: Algoryx as mentioned in this paper is a startup company standing on two legs: delivering state-of-the-art physics simulation for the simulator industry and developing environments for interactive physics used in teaching and for plain fun.
Abstract: Algoryx is a startup company standing on two legs: delivering state-of-the-art physics simulation for the simulator industry and developing environments for interactive physics used in teaching and for plain fun. Algoryx is working close to the research environment at Umea University, which makes it a perfect environment for developing and implementing novel and groundbreaking methods. Developing accurate simulators used in training and education places high demand on the fidelity and accuracy of the underlying tools. A physics engine is commonly used for driving the whole simulator which makes it even more important to get consistent fast and stable results. This talk will give an overview of AgX, a multiphysics engine used in commercial simulators and research and of Phun, a 2D physics sandbox which is free for download and is used all over the world in education and for plain amusement.

5 citations


Book
30 Jun 2008
TL;DR: If youre an advanced Blender user, you will appreciate the sophisticated coverage of Blender fluid simulation system, a review Blender latest features, and a guide to the Bullet physics engine, which handles a variety of physics simulations such as rigid body dynamics and rag doll physics.
Abstract: Learn all about Blender, the premier open-source 3D software, in Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D. You will find step-by-step instructions for using Blenders complex features and full-color visual examples with detailed descriptions of the processes. If youre an advanced Blender user, you will appreciate the sophisticated coverage of Blenders fluid simulation system, a review Blenders latest features, and a guide to the Bullet physics engine, which handles a variety of physics simulations such as rigid body dynamics and rag doll physics.

5 citations


Proceedings ArticleDOI
21 Jan 2008
TL;DR: An RTL model of the proposed RA is implemented and if the physics engine part is accelerated by RA, the workloads run over 20 times faster than the pure software without FPU and over 4 times faster Than pure software with FPU.
Abstract: We implemented an RTL model of the proposed RA and perform simulation in RealView coverification environment by executing examples using physics engine. We discovered if the physics engine part is accelerated by RA, the workloads run over 20 times faster than the pure software without FPU and over 4 times faster than the pure software with FPU. If codes are well partitioned and optimized for the proposed RA, which now remains for future study, even more improvement can be expected.

Journal Article
Chen Fu-min1
TL;DR: The basic contents and design principles of object-oriented graphics rendering engine and Newton game dynamics is researched, and how to bind these two kinds’engines is analyzed.
Abstract: In recent years,physics engine plays a more and more important role in areas of computer simulation,computer games and so on.With the amalgamation of professional graphic rendering engine and physics engine,the more natural effect of the virtual reality scene is displaied.The basic contents and design principles of object-oriented graphics rendering engine and Newton game dynamics is researched,and how to bind these two kinds’engines is analyzed.And the class library’s structure and implementing method of the binding system is given.Finally,there are two instances about the virtual scene based on the binding platform,which display physics attributes of virtual objects.

Journal IssueDOI
TL;DR: A method for view-dependent simplification of articulated-body dynamics, which enables an automatic trade-off between visual precision and computational efficiency, and suggests several variants of semi-predictive metrics based on hierarchical data structures and the use of graphics hardware.
Abstract: We propose a method for view-dependent simplification of articulated-body dynamics, which enables an automatic trade-off between visual precision and computational efficiency We begin by discussing the problem of simplifying the simulation based on visual criteria, and show that it raises a number of challenging questions We then focus on articulated-body dynamics simulation, and propose a semi-predictive approach which relies on a combination of exact, a priori error metrics computations, and visibility estimations We suggest several variants of semi-predictive metrics based on hierarchical data structures and the use of graphics hardware, and discuss their relative merits in terms of computational efficiency and precision Finally, we present several benchmarks and demonstrate how our view-dependent articulated-body dynamics method allows an animator (or a physics engine) to finely tune the visual quality and obtain potentially significant speed-ups during interactive or off-line simulations Copyright © 2008 John Wiley & Sons, Ltd

Proceedings Article
01 Feb 2008

01 Jan 2008
TL;DR: This paper summarizes the implementation of a mixed reality game using computer vision techniques that enable players to interact using body motion in a rich and dynamic environment, dubbed: “Balloons”, developed on the Virtools platform.
Abstract: This paper summarizes the implementation of a mixed reality game using computer vision techniques that enable players to interact using body motion in a rich and dynamic environment, dubbed: “Balloons”. Players have to safely maneuver a balloon through 3D mazes full of perilous obstacles that will affect its behavior. Developed on the Virtools platform, this application takes advantage of single camera tracking techniques, such as background removal and silhouette tracking, allowing the use of limited hardware requirements. Through a physics engine, real life behavior of all elements is emulated, leading to an immersive user experience. To support fast creation of new game levels, a user friendly 3D visual game level editor was built, providing on the fly editing and testing of new content.

Proceedings ArticleDOI
22 Sep 2008
TL;DR: Virtual simulated an auto-door collision sensing application, trigged by Collision grouping node's syntax and application, mainly about speeding collision detection by using a simple model substitute.
Abstract: Paper discussed collision detection techniques theoretically, including polygon and non-polygon expression of collision model, collision model's bounding box tree optimization, and query of collision Then introduced VRML's collision sensing technique and its Collision node's syntax and application, mainly about speeding collision detection by using a simple model substitute Finally virtual simulated an auto-door collision sensing application, trigged by Collision grouping node