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PhysX Research: Position-based Methods for the Simulation of Solid Objects

with 7 comments

Position-based Methods for the Simulation of Solid Objects in Computer Graphics” – recent paper by Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA, and others.

Paper provides in-depth overview of special class of simulation methods, namely position-based approaches, for solid objects, such as rigid bodies, cloth and softbodies.

The dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints between rigid bodies as well as the stretching, shearing and bending stiffness of deformable objects. In the last years the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, unconditionally stable and controllable which make them well-suited for the use in interactive environments.

Position-based methods are not as accurate as force based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies.

This state of the art report covers the large variety of position-based methods that were developed in the field of deformable solids. We will introduce the concept of position-based dynamics, present dynamic simulation based on shape matching and discuss data-driven approaches. Furthermore, we will present several applications for these methods.

Some of the described techniques were used in PhysX SDK (as well as other physics engines) for a long time, some have been implemented only recently, other are yet ander active research.

Written by Zogrim

February 26th, 2013 at 7:51 pm

7 Responses to 'PhysX Research: Position-based Methods for the Simulation of Solid Objects'

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  1. Looks like a nice eurographics survey paper.

      

    David Black

    27 Feb 13 at 9:15 pm

  2. Looking forward to seeing if there are any cool papers in the pipeline for siggraph…

      

    David Black

    27 Feb 13 at 9:23 pm

  3. David Black
    Haven’t seen you here for quite a while, David :)
    Why so active now ?

      

    Zogrim

    27 Feb 13 at 9:52 pm

  4. I tend to read the technical posts more than the game tweaking ones.. (can’t afford most of the games:-)

      

    David Black

    27 Feb 13 at 10:25 pm

  5. David Black:

    I tend to read the technical posts more than the game tweaking ones

    Then, there should be something interesting at GDC, and also at GTC
    http://registration.gputechconf.com/quicklink/8qa4hWR

      

    Zogrim

    28 Feb 13 at 12:02 am

  6. Maybe….

      

    David Black

    28 Feb 13 at 8:31 am

  7. cant see paper, only buble gum.

      

    Minecraft

    3 Mar 13 at 5:45 pm


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