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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Real-Time Prediction-Driven Dynamics Simulation to Mitigate Frame Time Variation

Buck, Mackinnon A 01 December 2021 (has links) (PDF)
Real-time physics engines have seen recent performance improvements through techniques like hardware acceleration and artificial intelligence. However, state of the art physics simulation technology fails to account for the variation in simulation complexity over time. Sudden increases in contact frequency between simulated bodies can momentarily increase the processing time per frame. To solve this, we present a prediction-driven real-time dynamics method that uses a memory-efficient graph-based state buffer to minimize the cost of mispredictions. This buffer, which is generated by a separate thread running the physics pipeline, allows physics computation to temporarily run slower than real-time without affecting the frame rate of the host application. The main thread, whose role in dynamics computation gets limited to querying the simulation state and regenerating mispredicted state, sees a significant reduction in time spent per frame on dynamics computation when our multi-threaded prediction pipeline is enabled. Thus, our technique enables interactive multimedia applications to increase the computational budget for graphics at no cost perceptible to the end user. Furthermore, our method guarantees determinism and low input latency, making it suitable in competitive games and other real-time interactive applications. We also provide a C++ API to integrate custom game logic with the prediction engine to further minimize the frequency of mispredictions.
2

Interactive sonification of a physics engine

Perkins, Rhys John January 2013 (has links)
Physics engines have become increasingly prevalent in everyday technology. In the context of this thesis they are regarded as a readily available data set that has the potential to intuitively present the process of sonification to a wide audience. Unfortunately, this process is not the focus of attention when formative decisions are made concerning the continued development of these engines. This may reveal a missed opportunity when considering that the field of interactive sonification upholds the importance of physical causalities for the analysis of data through sound. The following investigation deliberates the contextual framework of this field to argue that the physics engine, as part of typical game engine architecture, is an appropriate foundation on which to design and implement a dynamic toolset for interactive sonification. The basis for this design is supported by a number of significant theories which suggest that the underlying data of a rigid body dynamics physics system can sustain an inherent audiovisual metaphor for interaction, interpretation and analysis. Furthermore, it is determined that this metaphor can be enhanced by the extraordinary potential of the computer in order to construct unique abstractions which build upon the many pertinent ideas and practices within the surrounding literature. These abstractions result in a mental model for the transformation of data to sound that has a number of advantages in contrast to a physical modelling approach while maintaining its same creative potential for instrument building, composition and live performance. Ambitions for both sonification and its creative potential are realised by several components which present the user with a range of options for interacting with this model. The implementation of these components effectuates a design that can be demonstrated to offer a unique interpretation of existing strategies as well as overcoming certain limitations of comparable work.
3

Dynamická simulace tuhých těles na programovatelných GPU / Dynamic simulation of rigid bodies using programmable GPUs

Cséfalvay, Szabolcs January 2011 (has links)
The goal of this work is to create a program which simulates the dynamics of rigid bodies and their systems using GPGPU with an emphasis on speed and stability. The result is a physics engine that uses the CUDA architecture. It runs entirely on the GPU, handles collision detection, collision response and different forces like friction, gravity, contact forces, etc. It supports spheres, rods (which are similar to cylinders), springs, boxes and planes. It's also possible to construct compound objects by connecting basic primitives.
4

Craft Physics Interface

Hansson, Henrik January 2007 (has links)
<p>This is a masters thesis (20p) in computer science at the University of Linköping. This thesis will give an introduction to what a physics engine is and what it consist of. It will put some engines under the magnifying glass and test them in a couple of runtime tests. Two cutting edge commercial physics engines have been examined, trying to predict the future of physics engines. From the research and test results, an interface for physics engine independency has been implemented for a company called Craft Animations in Gothenburg, Sweden.</p>
5

Craft Physics Interface

Hansson, Henrik January 2007 (has links)
This is a masters thesis (20p) in computer science at the University of Linköping. This thesis will give an introduction to what a physics engine is and what it consist of. It will put some engines under the magnifying glass and test them in a couple of runtime tests. Two cutting edge commercial physics engines have been examined, trying to predict the future of physics engines. From the research and test results, an interface for physics engine independency has been implemented for a company called Craft Animations in Gothenburg, Sweden.
6

Numerical modelling and visualization of the evolution of extensional fault systems

Longshaw, Stephen Michael January 2011 (has links)
The purpose of this work is split into two categories, the first was to analyse the application of real-time Physics Engine software libraries for use in calculating a geological numerical model. Second was the analysis of the applicability of glyph and implicit surface based visualization techniques to explore fault systems produced by the model. The current state of the art in Physics Engines was explored by redeveloping a Discrete Element Model to be calculated using NVIDIA's PhysX engine. Analyses regarding the suitability of the engine in terms of numerical accuracy and developmental capabilities is given, as well as the definition of a specialised and bespoke parallelisation technique. The use of various glyph based visualizations is explored to define a new standardised taxonomy for geological data and the MetaBall visualization technique was applied to reveal three dimensional fault structures as an implicit surface. Qualitative analysis was undertaken in the form of a user study, comprising of interviews with expert geologists. The processing pipeline used by many Physics Engines was found to be comparable to the design of Discrete Element Model software, however, aspects of their design, such as integration accuracy, limitation to single precision floating point and imposed limits on the scale of n-body problem means their suitability is restricted to specific modelling cases. Glyph and implicit surface based visualization have been shown to be an effective way to present a geological Discrete Element Model, with the majority of experts interviewed able to perceive the fault structures that it contained. Development of a new engine, or modification of one that exists in accordance with the findings of this thesis would result in a library extremely well suited to the problem of rigid-body simulation for the sciences.
7

Execution time optimisation of a physics engine / Exekveringstidsoptimering av en fysikmotor

Lundberg, Jimmy January 2020 (has links)
This paper contains several suggestions of improvements for an existingin-house physics engine. It treats subjects such as mathematical simpli-fications, data dependencies, branching, broad phase collision detectionand data-oriented programming. The suggested improvements are testedwith two devices, a Samsung Galaxy A6 running on a ARM Cortex-A531.6 GHz Octa-Core Processor running Android OS, and an iOS device,iPhone 11 A2221 running on two 2.7 GHz cores and four 1.7 GHz coresin its A13 Bionic chip. Combining two constraints within a particle wheel reduces the execu-tion time of the physics engine by 25% and 18% for a Samsung A6 andan iPhone 11 respectively. Mathematical simplifications of certain con-straints led to a removal of an unnecessary function call to sqrt() whichreduced the time by 3% and 2%. These two suggestions have been testedby the community and do not significantly alter the realism nor the playa-bility of the game. A removal of already replaced constraints reduced the time by 2% and3%. An implementation of broad phase collision detection between playerobjects and objects in the environment reduced the execution time by 6%and 8%. The last suggestion, a reorganisation of the order in which theconstraint solver solves constraints did not reduce the time for the Sam-sung A6 but did reduce the time by 3% for the iPhone 11. Other hypotheses that did not reduce the execution time included avoid-ing branching and implementation of Unity’s job system in the constraintsolver which both increased the execution time of the physics engine. In summary the possible total execution time reduction of the physicsengine sums up to 36% for the Samsung A6 and 34% for the iPhone 11.
8

Real-Time Soft Body Physics Engine for Enhanced ConvexPolygon Dynamics

Vickgren, Martin January 2023 (has links)
This thesis covers the development process of implementation, and evaluation of a softbody physics engine for convex polygon objects. The main feature is implementation of adynamic polygon collider that represents a polygons shape correctly, while still being ableto collide with other objects in the simulation. Objects are able to deform both temporarily and permanently using springs with distance constraints. Pressure simulation is alsoimplemented to simulate inflated polygons. The physics bodies does not feature frictionbetween objects, only friction against a static boundary of the simulation. The engine isthen evaluated in order to determine if it can run in real-time which is one of the goals.When it comes to the simulation, Verlet-integration will be used for updating the positions of particles, and every polygon will be built using these particles, and combinedusing certain constraints to make the particles act as one combined object. The main problem that will be solved is the interpenetration solver, which ensures that polygons do notoverlap, and two formulas will be combined to solve this problem. The collision detectionmethod uses line intersections to determine if objects are overlapping, this method endedup being quite expensive for polygons with a lot of vertices. One optimization techniqueis implemented which is axis-aligned bounding boxes around objects which improvedperformance significantly, which also makes the engine more viable for real-time simulations. The physics engine in this report is deterministic using a fixed time-step, dynamictime-step is not tested. The engine also only supports discrete collision detection.
9

Autoškola - pravidla silničního provozu / Driving School - Rules of the Road

Porč, Jiří January 2010 (has links)
This diploma thesis focuses on a traffic simulator design. The matter of simulation methods is described here as well as a project of a town model, road system and its usage in an implementation in a traffic simulator. The work further explains the principles and techniques for creation of the town model in an editor and it analyzes traffic rules that are necessary for the creation of the simulator of this type. The created simulator uses various engines for its functioning. It would not be possible to continue in further work without their proper adjustment. That is why the installation of the used engines is described in the thesis. Principles of 3D model and texture usage are also explained.
10

3D Autoškola / 3D Driving School

Pernica, Lukáš January 2009 (has links)
This study was created to describe and to design the 3D simulator for a driving schools. In the study there are gathered the basic definitions of available simulators and possibilities of their application in real life. This new simulator is designed on a basis of detailed study of available simulators. In study are described the issues with simulation of traffic system, monitoring compliance with the traffic rules as well as a new user interface model. The whole concept and procedure during implementation of the simulator are described at the end of the work.

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