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1 CS 599 Physically Based Modeling for Interactive Simulation and Games Case Study: Havok Engine for Game Physics Jernej Barbic University of Southern.

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Presentation on theme: "1 CS 599 Physically Based Modeling for Interactive Simulation and Games Case Study: Havok Engine for Game Physics Jernej Barbic University of Southern."— Presentation transcript:

1 1 CS 599 Physically Based Modeling for Interactive Simulation and Games Case Study: Havok Engine for Game Physics Jernej Barbic University of Southern California

2 2 Physics in games Custom, in-house software Off-the shelf libraries Physics middleware

3 3 Physics Engines Real-time –Video games High precision –Slow –Film –Scientific computing Half-life 2

4 4 Real-time physics engines: open source Open Dynamics Engine (ODE) Bullet SOFA and several others

5 5 Real-time physics engines: commercial Havok (Ireland) (now Intel) Physx (formerly NovodeX, now nVidia) Vortex (Montreal)

6 6 Components of physics engine Collision detection Dynamics –rigid objects –cloth –fluids Fracture

7 7 Rigid object contact Penalty-based –popular with soft/deformable objects Impulse-based Constraint-based –expensive, suitable for continuous contact

8 8 Real-time simulation Speed more important than accuracy Objects have two representations: –Complex geometry (rendering) –Simplified geometry (collision detection, dynamics)

9 9 Characters Rag-doll physics –Rigid objects Cloth Controller –Natural motion Particles (hair)

10 10 Physics processing unit (PPU) Dedicated physics co-processor SPARTA and HELLAS –academic –Penn State, Univ. of Georgia Ageia (Switzerland, 2006) –later merged into nVidia –use AGEIA's PhysX SDK

11 11 GPGPU Havok FX –may have been cancelled Multi-GPU technology –ATI (CrossFire) –nVidia (SLI) Increasingly more suitable for physics

12 12 Intel Larrabee Many-core x86 Fusion of CPU and GPU Suitable for physics Was scheduled for 2010, but delayed

13 13 Havok Real-time commercial physics engine Company bought by Intel (2007) ($110 million) Used in 150 games –Halo 3 –Half Life 2

14 14 Havok Engine Animation –Fast playback –Real-time blending –Inverse kinematics –Retargeting AI – path-finding

15 15 Havok Engine Behavior –Character behavior development tool Cloth Destruction Physics

16 16 Havok Physics

17 17 Havok Physics Collision detection Constraints Rigid bodies Cloth Continuous physics Uncharted 2: Among thieves

18 18 Havok Physics Vehicle simulation Human ragdolls Character controller –simulate enemy characters being hit

19 19 Havok Physics Visual debugger and profiler Content creation tools Integration with 3rd-party renderers –3D Studio Max –Maya

20 20 Havok Physics Extensively optimized (machine code) Microsoft Xbox Sony PLAYSTATION Nintendo Wii PC

21 21 Havok Physics is not… Simple technology –Must invest time to use it Black box –Must understand the components and recombine them Commercial renderer

22 22 Havok Physics The “Havok World” (hkpWorld) Contains all physical objects in the simulation Timesteps the simulation forward in time

23 23 Rigid objects The central object in Havok hkpRigidObject class Add to the “world” Set mass, inertia tensor, etc.

24 24 Constraints Ball and socket HingeTranslational

25 25 Constraints

26 26 Constraints

27 27 Collision Detection Broad phase and narrow phase Broad phase

28 28 Collision Detection Narrow phase Spheres AABBs Cylinders Capsules Compound shapes

29 29 Collision Detection: Queries Closest points between two bodies Whether two bodies penetrate Raycast a point through space and get colliding objects

30 30 Continuous Physics

31 31 Continuous Physics Time of impact:

32 32


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