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Real-time dynamics for interactive environments

This thesis examines the design and implementation of an extensible objectoriented
physics engine framework. The design and implementation consolidates concepts
from the wide literature in the field and clearly documents the procedures and
methods. Two primary dynamic behaviors are explored: rigid body dynamics and
articulated dynamics. A generalized collision response model is built for rigid bodies
and articulated structures which can be adapted to other types of behaviors.
The framework is designed around the use of interfaces for modularity and easy
extensibility. It supports both a standalone physics engine and a supplement to a
distributed immersive rendering environment. We present our results as a number of
scenarios that demonstrate the viability of the framework. These scenarios include
rigid bodies and articulated structures in free-fall, collision with dynamic and static
bodies, resting contact, and friction. We show that we can effectively combine different
dynamics into one cohesive structure. We also explain how we can efficiently
extend current behaviors to develop new ones, such as altering rigid bodies to produce
different collision responses or flocking behavior. Additionally, we demonstrate these
scenarios in both the standalone and the immersive environment.

Identiferoai:union.ndltd.org:tamu.edu/oai:repository.tamu.edu:1969.1/85885
Date10 October 2008
CreatorsTimchenko, Alexander Nikolai
ContributorsHouse, Donald H.
PublisherTexas A&M University
Source SetsTexas A and M University
Languageen_US
Detected LanguageEnglish
TypeBook, Thesis, Electronic Thesis, text
Formatelectronic, born digital

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