MSVSCC 2019 the 13TH ANNUAL MODELING, SIMULATION & VISUALIZATION STUDENT CAPSTONE CONFERENCE April 18, 2019 VMASC, Suffolk, VA

Total Page:16

File Type:pdf, Size:1020Kb

MSVSCC 2019 the 13TH ANNUAL MODELING, SIMULATION & VISUALIZATION STUDENT CAPSTONE CONFERENCE April 18, 2019 VMASC, Suffolk, VA MSVSCC 2019 THE 13TH ANNUAL MODELING, SIMULATION & VISUALIZATION STUDENT CAPSTONE CONFERENCE April 18, 2019 VMASC, Suffolk, VA ABM, Education General Sciences Infrastructure Security & Training & Engineering & Military Gaming Transportation, Medical & Virtual Reality Business & Industry Simulation PROCEEDINGS MSVSCC 2019 PROCEEDINGS Old Dominion University Department of Modeling, Simulation & Visualization Engineering (MSVE) and the Virginia Modeling, Analysis and Simulation Center (VMASC) held the 13th annual Modeling, Simulation & Visualization (MSV) Student Capstone Conference on April 18, 2019. The Conference featured student research and student projects that are central to MSV. Also participating in the conference were faculty members who volunteered their time to impart direct support to their students’ research, facilitated the various conference tracks, served as judges for each of the tracks, and provided overall assistance to the conference. Appreciating the purpose of the conference and working in a cohesive, collaborative effort, resulted in a successful symposium for everyone involved. These proceedings feature the works that were presented at the conference. Sincerely, Dr. Yuzhong Shen Capstone Conference Chair [email protected] Daniel Perez Capstone Conference Student Chair [email protected] MSVSCC 2019 KEYNOTE SPEAKER ANGEL SAN JOSE MARTIN received his Master of Science in Operation Research by the Naval Postgraduate School in Monterey, CA, in 2001. He is the Head of the Science and Technology (S&T), Modelling and Simulation (M&S) Section of the NATO Headquarters Supreme Allied Command Transformation in Norfolk, VA. He is a NATO civil servant and former Spanish Navy commander. He is responsible for the M&S activities on the Allied Command Transformation (ACT), as well as the coordination with the Science and Technology Organization of NATO. KEYNOTE: Simulating Alliance Security. The Movie. Modeling and Simulation opportunities in defense and security. Hot topics for the Alliance and allies that require attention from the M&S community. Beyond training, focus nowadays is expanding to M&S in support of analysis and wargaming to enhance decision making in NATO. Making M&S, AI, Data Sciences and optimization methods to work together is an essential element for innovation in NATO. Experts are required and opportunities will emerge. MSVSCC 2019 BEST PAPERS PER TRACK The tracks that the papers were divided up into included the following: • Agent Based Modeling, Education & Training • Gaming & Virtual Reality • General Sciences & Engineering • Infrastructure Security & Military Application • Medical Simulation • Transportation, Business & Industry For each track there were awards given out: The Best Paper award, and the Best Presentation Award. Those recipients for best paper are listed below by track. ABM, Education and Training Christine Odenwald, Germaine Badio, Jaron Stevenson, Travis Sullivan, Peter Marchione, Elise Feldt and Zhaohui Hu. “Virtual Autonomous System Training (VAST) Environment” Gaming & VR Shan Liu, Yuzhong Shen and Jim Leathrum. “A Review of Modeling and Simulation Tools for Autonomous Vehicles” General Sciences & Engineering Erik Jensen, Evan Coleman and Masha Sosonkina. “Randomized Asynchronous Linear Solvers” Daniel Perez. “Capsule Networks: Review of the Structures and Visualization of Features” Infrastructure Security & Military Application Yan Lu, Jonathan Graham and Jiang Li. “Deep Learning Based Malware Classification Using Deep Residual Network” Medical Simulation Haben Yhdego, Nahom Kidane, Dr. Rick McKenzie and Michel Audette. “Deep Learning Method for ECG-based Virtual Pathology Stethoscope Tracking in Patient Heart Auscultation” MSVSCC 2019 GENE NEWMAN AWARD Overall Best Paper – The Gene Newman Award The overall best paper is awarded the Gene Newman award. This award was established by Mike McGinnis in 2007; the award is given for overall best presentation, best paper, and research contribution. The Gene Newman Award for Excellence in M&S Research is an award that honors Mr. Eugene Newman for his pioneering effort in supporting and advancing modeling and simulation. Mr. Newman played a significant role in the creation of VMASC by realizing the need for credentialed experts in the M&S workforce, both military and industry. His foresight has affected both the economic development and the high level of expertise in the M&S community of Hampton Roads. The Students receiving this award will have proven themselves to be outstanding researchers and practitioners of modeling and simulation. For the 2019 Student Capstone Conference, The Gene Newman Award went to: Yan Lu, for her paper entitled ‘Deep Learning Based Malware Classification Using Deep Residual Network’ MSVSCC 2019 PROCEEDINGS General Sciences & Engineering PAGE 1 Gaming & Virtual Reality PAGE 50 Medical Simulation PAGE 65 Agent Based Modeling, Education & Training PAGE 81 Infrastructure Security/Military Application PAGE 113 Business, Industry & Transportation PAGE 132 MSVSCC 2019 PROCEEDINGS General Sciences & Engineering Applying a Test and Evaluation Framework to an Unmanned Maritime System Page 2 Ntiana Sakioti, Andrea Robey, Thomas Laverghetta, Nathan Gonda and James Leathrum A Game Theoretic Model of Pathogen Prevalence as an Outcome of Strategic Page 12 Interactions Between a Bacterium and a Tick Vector Sara Simmons and Holly Gaff Band Selection in Multispectral Images for Seagrass Detection Using Deep Convolutional Neural Network Page 14 Kazi Aminul Islam, Daniel Perez, Victoria Hill, Blake Schaeffer, Richard Zimmerman and Jiang Li Verbal Instruction to Perform Specific Running Styles Impacts Reaction Forces Page 16 During Habitual and Non-Habitual Running Collin Bowersock, Steven Morrison and Daniel Russell Embossed Construction and Explorative Visualization of 3D Structures from Page 28 2D Images Ahmet Saglam Anisotropic Mesh Adaptation Pipeline for the 3D Laminar Flow over a Delta Page 30 Wing Christos Tsolakis and Nikos Chrisochoides Capsule Networks: Review of the Structures and Visualization of Features Page 38 Daniel Perez APPLYING A TEST AND EVALUATION FRAMEWORK TO AN UNMANNED MARITIME SYSTEM Ntiana Sakioti Andrea H. Robey Thomas Laverghetta Nathan Gonda James F. Leathrum, Jr. Department of Modeling, Simulation, and Visualization Engineering Old Dominion University 5115 Hampton Boulevard Norfolk, VA, USA [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT In order for an autonomous system to be confidently deployed in real world scenarios extensive behavioral testing must be conducted to ensure reliability. This is generally accomplished through the use of simulation followed by or in conjunction with testing in a physical environment. In this paper, the conceptual integration of an unmanned surface vehicle’s software to a test and evaluation framework is presented. The utilization of the suggested framework in this application enables testing throughout the virtuality-reality continuum, enabling behavioral testing early in the lifecycle, seamlessly integrating autonomous software with either a test environment or the physical vehicle. This reduces safety concerns as well as cost. This paper considers the utilization of the framework by mapping autonomous software developed for the Maritime RobotX competition to the framework and discussing the potential benefits of this activity. Keywords: autonomous systems, virtuality-reality continuum, test and evaluation framework, unmanned surface vehicle 1 INTRODUCTION Due to their nature and expected behavior, autonomous systems introduce various challenges in testing and validation. Expected behavior must be studied for occurrence reliability, while the system must safely adapt to external factors and possible complications. Throughout the development cycle, testing is performed in both virtual and physical environments, introducing inputs and models to improve autonomous software response to both expected and unexpected inputs. Utilization of a test and evaluation (T&E) framework is proposed so that system and subsystem testing can be conducted with augmented virtual and real data. This is accomplished by isolating autonomous software components from each other as well as from the operating environment, and ensuring that the autonomous software does not know the source of information. Isolating components and data enables testing to be conducted throughout the virtuality to reality spectrum, increasing the variety of tests and building confidence in the autonomous software (Leathrum et. al 2018a.). MSVSCC 2019, April 18, Suffolk, VA, USA; ©2019 Society for Modeling and Simulation (SCS) International 2 Sakioti, Robey, Laverghetta and Leathrum The autonomous software that will utilize and be mapped onto the framework provides the autonomy to an unmanned surface vehicle (USV). The USV’s software structure was designed around functionalities needed to complete the Maritime RobotX competition tasks (Maritime RobotX n.d.). Essential capabilities that the surface vehicle should demonstrate are listed below: • Obstacle avoidance • Navigation and control (circling an object, traversing through a gate, docking etc.) • Object and symbol detection (buoys, totems, docks, a hole cutout etc.) • Underwater beacon identification • Station keeping (maintaining current position) The remainder of the paper is organized into five sections. Section 2 details the framework that the authors propose for use in USV testing, while Section 3 presents
Recommended publications
  • Agx Multiphysics Download
    Agx multiphysics download click here to download A patch release of AgX Dynamics is now available for download for all of our licensed customers. This version include some minor. AGX Dynamics is a professional multi-purpose physics engine for simulators, Virtual parallel high performance hybrid equation solvers and novel multi- physics models. Why choose AGX Dynamics? Download AGX product brochure. This video shows a simulation of a wheel loader interacting with a dynamic tree model. High fidelity. AGX Multiphysics is a proprietary real-time physics engine developed by Algoryx Simulation AB Create a book · Download as PDF · Printable version. AgX Multiphysics Toolkit · Age Of Empires III The Asian Dynasties Expansion. Convert trail version Free Download, product key, keygen, Activator com extended. free full download agx multiphysics toolkit from AYS search www.doorway.ru have many downloads related to agx multiphysics toolkit which are hosted on sites like. With AGXUnity, it is possible to incorporate a real physics engine into a well Download from the prebuilt-packages sub-directory in the repository www.doorway.rug: multiphysics. A www.doorway.ru app that runs a physics engine and lets clients download physics data in real Clone or download AgX Multiphysics compiled with Lua support. Agx multiphysics toolkit. Developed physics the was made dynamics multiphysics simulation. Runtime library for AgX MultiPhysics Library. How to repair file. Original file to replace broken file www.doorway.ru Download. Current version: Some short videos that may help starting with AGX-III. Example 1: Finding a possible Pareto front for the Balaban Index in the Missing: multiphysics.
    [Show full text]
  • Dynamic Simulation of Manipulation & Assembly Actions
    Syddansk Universitet Dynamic Simulation of Manipulation & Assembly Actions Thulesen, Thomas Nicky Publication date: 2016 Document version Peer reviewed version Document license Unspecified Citation for pulished version (APA): Thulesen, T. N. (2016). Dynamic Simulation of Manipulation & Assembly Actions. Syddansk Universitet. Det Tekniske Fakultet. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 09. Sep. 2018 Dynamic Simulation of Manipulation & Assembly Actions Thomas Nicky Thulesen The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark PhD Dissertation Odense, November 2015 c Copyright 2015 by Thomas Nicky Thulesen All rights reserved. The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark Campusvej 55 5230 Odense M, Denmark Phone +45 6550 3541 www.mmmi.sdu.dk Abstract To grasp and assemble objects is something that is known as a difficult task to do reliably in a robot system.
    [Show full text]
  • Basic Physics
    Basic Game Physics Technical Game Development II Professor Charles Rich Computer Science Department [email protected] [some material provided by Mark Claypool] IMGD 4000 (D 11) 1 Introduction . What is game physics? • computing motion of objects in virtual scene – including player avatars, NPC’s, inanimate objects • computing mechanical interactions of objects – interaction usually involves contact (collision) • simulation must be real-time (versus high- precision simulation for CAD/CAM, etc.) • simulation may be very realistic, approximate, or intentionally distorted (for effect) IMGD 4000 (D 11) 2 1 Introduction (cont’d) . And why is it important? • can improve immersion • can support new gameplay elements • becoming increasingly prominent (expected) part of high-end games • like AI and graphics, facilitated by hardware developments (multi-core, GPU) • maturation of physics engine market IMGD 4000 (D 11) 3 Physics Engines . Similar buy vs. build analysis as game engines • Buy: – complete solution from day one – proven, robust code base (hopefully) – feature sets are pre-defined – costs range from free to expensive • Build: – choose exactly features you want – opportunity for more game-specification optimizations – greater opportunity to innovate – cost guaranteed to be expensive (unless features extremely minimal) IMGD 4000 (D 11) 4 2 Physics Engines . Open source • Box2D, Bullet, Chipmunk, JigLib, ODE, OPAL, OpenTissue, PAL, Tokamak, Farseer, Physics2d, Glaze . Closed source (limited free distribution) • Newton Game Dynamics, Simple Physics Engine, True Axis, PhysX . Commercial • Havok, nV Physics, Vortex . Relation to Game Engines • integrated/native, e.g,. C4 • integrated, e.g., Unity+PhysX • pluggable, e.g., C4+PhysX, jME+ODE (via jME Physics) IMGD 4000 (D 11) 5 Basic Game Physics Concepts .
    [Show full text]
  • Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
    sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J.
    [Show full text]
  • Initial Steps for the Coupling of Javascript Physics Engines with X3DOM
    Workshop on Virtual Reality Interaction and Physical Simulation VRIPHYS (2013) J. Bender, J. Dequidt, C. Duriez, and G. Zachmann (Editors) Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM L. Huber1 1Fraunhofer IGD, Germany Abstract During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened up, particularly with regard to the coupling of X3DOM-based 3D models. The advantage is that web-based applica- tions are easily accessible to all users. Furthermore, such engines allow popularizing and presenting simulation results without having to compile large simulation software. This paper provides an overview and a comparison of existing JavaScript physics engines. It also introduces a guideline for the derivation of a physical model based on a 3D model in X3DOM. The aim of using JavaScript physics engines is not only to virtually visualize designed products but to simulate them as well. The user is able to check and test an individual product virtually and interactively in a browser according to physically correct behavior regarding gravity, friction or collision. It can be used for verification in the design phase or web-based training purposes. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Physically based modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality I.6.4 [Computer Graphics]: Model Validation and Analysis— 1. Introduction of water or particle systems, e.g. the visualization of gas dis- persion, are to be described.
    [Show full text]
  • Tractable Robot Simulation for Terrain Leveling
    Tractable Robot Simulation for Terrain Leveling by c Daniel Cook Supervisor: Andrew Vardy A thesis submitted to the School of Gradate Stud- ies in partial fulfillment of the requirements for the degree of Master of Engineering. Faculty of Engineering and Applied Science Memorial University October 2017 St. John's, Newfoundland and Labrador, Canada Abstract This thesis describes the problem of terrain leveling, in which one or more robots or vehicles are used to flatten a terrain. The leveling operation is carried out either in preparation for construction, or for terrain reparation. In order to develop and proto- type such a system, the use of simulation is advantageous. Such a simulation requires high fidelity to accurately model earth moving robots, which navigate uneven terrain and potentially manipulate the terrain itself. It has been found that existing tools for robot simulation typically do not adequately model deformable and/or uneven terrain. Software which does exist for this purpose, based on a traditional physics engine, is difficult if not impossible to run in real-time while achieving the desired accuracy. A number of possible approaches are proposed for a terrain leveling system using autonomous mobile robots. In order to test these approaches in simulation, a 2D simulator called Alexi has been developed, which uses the predictions of a neural network rather than physics simulation, to predict the motion of a vehicle and changes to a terrain. The neural network is trained using data captured from a high-fidelity non-real-time 3D simulator called Sandbox. Using a trained neural network to drive the 2D simulation provides considerable speed-up over the high-fidelity 3D simulation, allowing behaviour to be simulated in real-time while still capturing the physics of the agents and the environment.
    [Show full text]
  • Physics-Based Simula1on
    Physics-based Simula1on • simple (independent par1cles), or complex (robust colliding, stacking, sliding 3D rigid bodies) • many many simulators! – PhysX (Unity, Unreal), Bullet, Open Dynamics Engine, MuJoCo, Havok, Box2D, Chipmunk, OpenSim, RBDL, Simulink (MATLAB), ADAMS, SD/FAST, DART, Vortex, SOFA, Avatar, Project Chrono, Cannon.js, … – many course projects, theses, abandon-ware Resources • hUps://processing.org/examples/ see “Simulate”; 2D par1cle systems • Non-convex rigid bodies with stacking 3D collision processing and stacking hUp://www.cs.ubc.ca/~rbridson/docs/rigid_bodies.pdf • Physically-based Modeling, course notes, SIGGRAPH 2001, Baraff & Witkin hUp://www.pixar.com/companyinfo/research/pbm2001/ • Doug James CS 5643 course notes hUp://www.cs.cornell.edu/courses/cs5643/2015sp/ • Rigid Body Dynamics, Chris Hecker hUp://chrishecker.com/Rigid_Body_Dynamics • Video game physics tutorial hUps://www.toptal.com/game/video-game-physics-part-i-an-introduc1on-to-rigid-body-dynamics • Box2D javascript live demos hUp://heikobehrens.net/misc/box2d.js/examples/ • Rigid body collisions javascript demo hUps://www.myphysicslab.com/engine2D/collision-en.html • Rigid Body Collision Reponse, Michael Manzke, course slides hUps://www.scss.tcd.ie/Michael.Manzke/CS7057/cs7057-1516-09-CollisionResponse-mm.pdf • Rigid Body Dynamics Algorithms. Roy Featherstone, 2008 • Par1cle-based Fluid Simula1on for Interac1ve Applica1ons, SCA 2003, PDF • Stable Fluids, Jos Stam, SIGGRAPH 1999. interac1ve demo: hUps://29a.ch/2012/12/16/webgl-fluid-simula1on Simula1on
    [Show full text]
  • Initial Steps for the Coupling of Javascript Physics Engines with X3DOM
    Workshop on Virtual Reality Interaction and Physical Simulation VRIPHYS (2013) J. Bender, J. Dequidt, C. Duriez, and G. Zachmann (Editors) Initial Steps for the Coupling of JavaScript Physics Engines with X3DOM L. Huber1 1Fraunhofer IGD, Germany Abstract During the past years, first physics engines based on JavaScript have been developed for web applications. These are capable of displaying virtual scenes much more realistically. Thus, new application areas can be opened up, particularly with regard to the coupling of X3DOM-based 3D models. The advantage is that web-based applica- tions are easily accessible to all users. Furthermore, such engines allow popularizing and presenting simulation results without having to compile large simulation software. This paper provides an overview and a comparison of existing JavaScript physics engines. It also introduces a guideline for the derivation of a physical model based on a 3D model in X3DOM. The aim of using JavaScript physics engines is not only to virtually visualize designed products but to simulate them as well. The user is able to check and test an individual product virtually and interactively in a browser according to physically correct behavior regarding gravity, friction or collision. It can be used for verification in the design phase or web-based training purposes. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Physically based modeling I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality I.6.4 [Computer Graphics]: Model Validation and Analysis— 1. Introduction of water or particle systems, e.g. the visualization of gas dis- persion, are to be described.
    [Show full text]
  • Simulation Tools for Model-Based Robotics: Comparison of Bullet, Havok, Mujoco, ODE and Physx
    Simulation Tools for Model-Based Robotics: Comparison of Bullet, Havok, MuJoCo, ODE and PhysX Tom Erez, Yuval Tassa and Emanuel Todorov. Abstract— There is growing need for software tools that can many of these engines are aimed at graphics and animation, accurately simulate the complex dynamics of modern robots. where it is often sufficient to achieve visually-plausible While a number of candidates exist, the field is fragmented. simulation, reducing the motivation to pursue the more It is difficult to select the best tool for a given project, or to predict how much effort will be needed and what the elusive goal of physically-accurate simulation. Simulating ultimate simulation performance will be. Here we introduce contact dynamics with a velocity-stepping method is in itself new quantitative measures of simulation performance, focusing problematic because it calls for solving NP-hard problems at on the numerical challenges that are typical for robotics as each simulation step. Consequently much recent effort in this opposed to multi-body dynamics and gaming. We then present area has focused on developing convex approximations that extensive simulation results, obtained within a new software framework for instantiating the same model in multiple engines yield similar contact behavior while being more tractable and running side-by-side comparisons. Overall we find that computationally [8], [9], [10], [11], further complicating the each engine performs best on the type of system it was designed question of physical accuracy. and optimized for: MuJoCo wins the robotics-related tests, The notion of a physics engine in multi-body dynamics while the gaming engines win the gaming-related tests without and gaming dates back to MathEngine, and indeed many of a clear leader among them.
    [Show full text]
  • Physics-Based Simulabon
    Physics-based Simulaon • simple (independent par1cles), or complex (robust colliding, stacking, sliding 3D rigid bodies) • many many simulators! – PhysX (Unity, Unreal), Bullet, Open Dynamics Engine, MuJoCo, Havok, Box2D, Chipmunk, OpenSim, RBDL, Simulink (MATLAB), ADAMS, SD/FAST, DART, Vortex, SOFA, Avatar, Project Chrono, Cannon.js, … – many course projects, theses, abandon-ware Resources • hUps://processing.org/examples/ see “Simulate”; 2D par1cle systems • Non-convex rigid bodies with stacking 3D collision processing and stacking hUp://www.cs.ubc.ca/~rbridson/docs/rigid_bodies.pdf • Physically-based Modeling, course notes, SIGGRAPH 2001, Baraff & Witkin hUp://www.pixar.com/companyinfo/research/pbm2001/ • Doug James CS 5643 course notes hp://www.cs.cornell.edu/courses/cs5643/2015sp/ • Rigid Body Dynamics, Chris Hecker hUp://chrishecker.com/Rigid_Body_Dynamics • Video game physics tutorial hUps://www.toptal.com/game/video-game-physics-part-i-an-introduc1on-to-rigid-body-dynamics • Box2D javascript live demos hUp://heikobehrens.net/misc/box2d.js/examples/ • Rigid body collisions javascript demo hUps://www.myphysicslab.com/engine2D/collision-en.html • Rigid Body Collision Reponse, Michael Manzke, course slides hUps://www.scss.tcd.ie/Michael.Manzke/CS7057/cs7057-1516-09-CollisionResponse-mm.pdf • Rigid Body Dynamics Algorithms. Roy Featherstone, 2008 • Par1cle-based Fluid Simulaon for Interac1ve Applicaons, SCA 2003, PDF • Stable Fluids, Jos Stam, SIGGRAPH 1999. interac1ve demo: hUps://29a.ch/2012/12/16/webgl-fluid-simulaon Simulaon Basics
    [Show full text]
  • Basic Game Physics Introduc6on (1 of 2)
    4/5/17 Basic Game Physics IMGD 4000 With material from: Introducon to Game Development, Second EdiBon, Steve Rabin (ed), Cengage Learning, 2009. (Chapter 4.3) and Ar)ficial Intelligence for Games, Ian Millington, Morgan Kaufmann, 2006 (Chapter 3) IntroducBon (1 of 2) • What is game physics? – Compung mo)on of objects in virtual scene • Including player avatars, NPC’s, inanimate objects – Compung mechanical interacons of objects • InteracBon usually involves contact (collision) – Simulaon must be real-Bme (versus high- precision simulaon for CAD/CAM, etc.) – Simulaon may be very realisBc, approXimate, or intenBonally distorted (for effect) 2 1 4/5/17 IntroducBon (2 of 2) • And why is it important? – Can improve immersion – Can support new gameplay elements – Becoming increasingly prominent (eXpected) part of high-end games – Like AI and graphics, facilitated by hardware developments (mulB-core, GPU) – Maturaon of physics engine market 3 Physics Engines • Similar buy vs. build analysis as game engines – Buy: • Complete soluBon from day one • Proven, robust code base (hopefully) • Feature sets are pre-defined • Costs range from free to expensive – Build: • Choose eXactly features you want • Opportunity for more game-specificaon opBmizaons • Greater opportunity to innovate • Cost guaranteed to be eXpensive (unless features eXtremely minimal) 4 2 4/5/17 Physics Engines • Open source – BoX2D, Bullet, Chipmunk, JigLib, ODE, OPAL, OpenTissue, PAL, Tokamak, Farseer, Physics2d, Glaze • Closed source (limited free distribuBon) – Newton Game Dynamics,
    [Show full text]
  • Tools for Simulating Humanoid Robot Dynamics: a Survey Based on User Feedback Serena Ivaldi, Jan Peters, Vincent Padois, Francesco Nori
    Tools for simulating humanoid robot dynamics: a survey based on user feedback Serena Ivaldi, Jan Peters, Vincent Padois, Francesco Nori To cite this version: Serena Ivaldi, Jan Peters, Vincent Padois, Francesco Nori. Tools for simulating humanoid robot dynamics: a survey based on user feedback. IEEE-RAS International Conference on Humanoid Robots (Humanoids), 2014, Madrid, Spain. hal-01116148 HAL Id: hal-01116148 https://hal.archives-ouvertes.fr/hal-01116148 Submitted on 12 Feb 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Tools for simulating humanoid robot dynamics: a survey based on user feedback Serena Ivaldi†, Jan Peters†,‡, Vincent Padois∗ and Francesco Nori§ Abstract— The number of tools for dynamics simulation has how “magic numbers” (e.g., integration stepsize, collision grown substantially in the last few years. Humanoid robots, thresholds, just to name a few), tuning and experience can in particular, make extensive use of such tools for a variety change the outcome of a simulation. In short, experimental of applications, from simulating contacts to planning complex motions. It is necessary for the humanoid robotics community comparisons are difficult to obtain. to have a systematic evaluation to assist in choosing which In contrast, it is possible to find performance comparisons of the available tools is best for their research.
    [Show full text]