Physics Engine for Soft Bodies

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Presentation transcript:

Physics Engine for Soft Bodies Brandon Payne Thomas Marnell

Design Physics Engine 3D Real Time Soft Bodies Middleware

Graphics Platform Originally used DirectX Switched to XNA Prebuilt Framework Allowed to focus on Physics Engine

Parts of a Physics Engine Movement through 3D space Collision Detection Collision Reaction Mesh Transformation

Client Program Creates Objects Handle Input Display Objects Define a 3D Mesh List of Indices and Vertices Define Mass Give initial position and velocity Handle Input Reads input and sends to Physics Engine Display Objects Based on information provided by Physics Engine

Difficulties Accuracy versus Efficiency Collision Detection We want to run in Real Time Complicated Meshes have many calculations “Real” physics is complicated and slow Model physics is quicker Collision Detection Many points per each object to compare Break object down into smaller pieces

Where the Project Stands Standalone Physics Engine Interacts with client program Uses own Object and Points Classes (accomplishes plug and play) Collision Detection Bounding Box to Bounding Box Object Bounding Sphere Intersections Point Collision

Where Project Stands Cont. Collision Reaction Knows current velocities of objects Uses idea of friction to slow objects movement “Jiggle” effect

Shape Matching Algorithm Current Point Calculate a list of nearby points Find vectors that connect to nearby points When nearby points move Find new direction vector of nearby point new position – old position Find new direction vector of current point summation of nearby points vectors / number of nearby points

Shape Matching Sequence

Issues With Current Design Processing slow for large objects Does not use “real Physics” Models physics Rotations

Where to Continue Collision Reaction Include rotation collisions Attempt for even more realistic model of physics. Include rotation collisions

Demo!