Physics engines evaluation based on model representation analysis

Germanico Gonzalez-Badillo, Hugo I Medellin-Castillo, Theodore Lim, Victor Espinoza Lopez

Research output: Contribution to conferencePaperpeer-review

Abstract

Virtual environments (VE) are becoming a popular way to interact with virtual objects in several applications such as design, training, planning, etc. Physics simulation engines (PSE) used in games development can be used to increase the
realism in virtual environments (VE) by enabling the virtual objects with dynamic behavior and collision detection. There exist several PSE available to be
integrated with VE, each PSE uses different model representation methods to create the collision shape and compute virtual object dynamic behavior.
The performance of physics based VEs is directly related to the PSE ability and its method to represent virtual objects. This paper analyzes different freely
available PSEs –Bullet and the two latest versions of PhysX (v2.8 and 3.1) – based on their model representation algorithms, and evaluates them by
performing various assembly tasks with different geometry complexity. The evaluation is based on the collision detection performance and their influence on haptic-virtual assembly process. The results have allowed the identification of the
strengths and weaknesses of each PSE according to its representation method.
Original languageEnglish
Number of pages9
Publication statusPublished - 2014
EventASME 2014 International Design and Engineering Technical Conferences and Computers and Information in Engineering Conference - Buffalo, United States
Duration: 17 Aug 201420 Aug 2014

Conference

ConferenceASME 2014 International Design and Engineering Technical Conferences and Computers and Information in Engineering Conference
Abbreviated titleIDETC/CIE 2014
Country/TerritoryUnited States
CityBuffalo
Period17/08/1420/08/14

Keywords

  • Virtual environments
  • Physics simulation engine
  • Haptic
  • Virtual assembly
  • Collision detection

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