Unified Particle Physics for Real-Time Applications
NVIDIA
SIGGRAPH, 2014
@article{macklin2014unified,
title={Unified Particle Physics for Real-Time Applications},
author={Macklin, Miles and M{"u}ller, Matthias and Chentanez, Nuttapong and Kim, Tae-Yong},
journal={ACM Transactions on Graphics (TOG)},
volume={33},
number={4},
pages={104},
year={2014},
publisher={ACM}
}
We present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, rigid bodies and clothing with two-way interactions. We address some common problems with traditional particle based methods and describe a parallel constraint solver based on position based dynamics that is efficient enough for real-time applications.
May 30, 2014 by hgpu