Physics Application Programming Interface
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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. -
Physics Simulation Game Engine Benchmark Student: Marek Papinčák Supervisor: Doc
ASSIGNMENT OF BACHELOR’S THESIS Title: Physics Simulation Game Engine Benchmark Student: Marek Papinčák Supervisor: doc. Ing. Jiří Bittner, Ph.D. Study Programme: Informatics Study Branch: Web and Software Engineering Department: Department of Software Engineering Validity: Until the end of summer semester 2018/19 Instructions Review the existing tools and methods used for physics simulation in contemporary game engines. In the review, cover also the existing benchmarks created for evaluation of physics simulation performance. Identify parts of physics simulation with the highest computational overhead. Design at least three test scenarios that will allow to evaluate the dependence of the simulation on carefully selected parameters (e.g. number of colliding objects, number of simulated projectiles). Implement the designed simulation scenarios within Unity game engine and conduct a series of measurements that will analyze the behavior of the physics simulation. Finally, create a simple game that will make use of the tested scenarios. References [1] Jason Gregory. Game Engine Architecture, 2nd edition. CRC Press, 2014. [2] Ian Millington. Game Physics Engine Development, 2nd edition. CRC Press, 2010. [3] Unity User Manual. Unity Technologies, 2017. Available at https://docs.unity3d.com/Manual/index.html [4] Antonín Šmíd. Comparison of the Unity and Unreal Engines. Bachelor Thesis, CTU FEE, 2017. Ing. Michal Valenta, Ph.D. doc. RNDr. Ing. Marcel Jiřina, Ph.D. Head of Department Dean Prague February 8, 2018 Bachelor’s thesis Physics Simulation Game Engine Benchmark Marek Papinˇc´ak Department of Software Engineering Supervisor: doc. Ing. Jiˇr´ıBittner, Ph.D. May 15, 2018 Acknowledgements I am thankful to Jiri Bittner, an associate professor at the Department of Computer Graphics and Interaction, for sharing his expertise and helping me with this thesis. -
Locotest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms
LocoTest: Deploying and Evaluating Physics-based Locomotion on Multiple Simulation Platforms Stevie Giovanni and KangKang Yin National University of Singapore fstevie,[email protected] Abstract. In the pursuit of pushing active character control into games, we have deployed a generalized physics-based locomotion control scheme to multiple simulation platforms, including ODE, PhysX, Bullet, and Vortex. We first overview the main characteristics of these physics engines. Then we illustrate the major steps of integrating active character controllers with physics SDKs, together with necessary implementation details. We also evaluate and compare the performance of the locomotion control on different simulation platforms. Note that our work only represents an initial attempt at doing such evaluation, and additional refine- ment of the methodology and results can still be expected. We release our code online to encourage more follow-up works, as well as more interactions between the research community and the game development community. Keywords: physics-based animation, simulation, locomotion, motion control 1 Introduction Developing biped locomotion controllers has been a long-time research interest in the Robotics community [3]. In the Computer Animation community, Hodgins and her col- leagues [12, 7] started the many efforts on locomotion control of simulated characters. Among these efforts, the simplest class of locomotion control methods employs re- altime feedback laws for robust balance recovery [12, 7, 14, 9, 4]. Optimization-based control methods, on the other hand, are more mathematically involved, but can incor- porate more motion objectives automatically [10, 8]. Recently, data-driven approaches have become quite common, where motion capture trajectories are referenced to further improve the naturalness of simulated motions [14, 10, 9]. -
Physics Engine Design and Implementation Physics Engine • a Component of the Game Engine
Physics engine design and implementation Physics Engine • A component of the game engine. • Separates reusable features and specific game logic. • basically software components (physics, graphics, input, network, etc.) • Handles the simulation of the world • physical behavior, collisions, terrain changes, ragdoll and active characters, explosions, object breaking and destruction, liquids and soft bodies, ... Game Physics 2 Physics engine • Example SDKs: – Open Source • Bullet, Open Dynamics Engine (ODE), Tokamak, Newton Game Dynamics, PhysBam, Box2D – Closed source • Havok Physics • Nvidia PhysX PhysX (Mafia II) ODE (Call of Juarez) Havok (Diablo 3) Game Physics 3 Case study: Bullet • Bullet Physics Library is an open source game physics engine. • http://bulletphysics.org • open source under ZLib license. • Provides collision detection, soft body and rigid body solvers. • Used by many movie and game companies in AAA titles on PC, consoles and mobile devices. • A modular extendible C++ design. • Used for the practical assignment. • User manual and numerous demos (e.g. CCD Physics, Collision and SoftBody Demo). Game Physics 4 Features • Bullet Collision Detection can be used on its own as a separate SDK without Bullet Dynamics • Discrete and continuous collision detection. • Swept collision queries. • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes. • Support for dynamic deformation of nonconvex triangle meshes. • Multi-physics Library includes: • Rigid-body dynamics including constraint solvers. • Support for constraint limits and motors. • Soft-body support including cloth and rope. Game Physics 5 Design • The main components are organized as follows Soft Body Dynamics Bullet Multi Threaded Extras: Maya Plugin, Rigid Body Dynamics etc. Collision Detection Linear Math, Memory, Containers Game Physics 6 Overview • High level simulation manager: btDiscreteDynamicsWorld or btSoftRigidDynamicsWorld. -
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. -
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 . -
Compact Fusion Reactors
Compact fusion reactors Tomas Lind´en Helsinki Institute of Physics 26.03.2015 Fusion research is currently to a large extent focused on tokamak (ITER) and inertial confinement (NIF) research. In addition to these large international or national efforts there are private companies performing fusion research using much smaller devices than ITER or NIF. The attempt to achieve fusion energy production through relatively small and compact devices compared to tokamaks decreases the costs and building time of the reactors and this has allowed some private companies to enter the field, like EMC2, General Fusion, Helion Energy, Lockheed Martin and LPP Fusion. Some of these companies are trying to demonstrate net energy production within the next few years. If they are successful their next step is to attempt to commercialize their technology. In this presentation an overview of compact fusion reactor concepts is given. CERN Colloquium 26th of March 2015 Tomas Lind´en (HIP) Compact fusion reactors 26.03.2015 1 / 37 Contents Contents 1 Introduction 2 Funding of fusion research 3 Basics of fusion 4 The Polywell reactor 5 Lockheed Martin CFR 6 Dense plasma focus 7 MTF 8 Other fusion concepts or companies 9 Summary Tomas Lind´en (HIP) Compact fusion reactors 26.03.2015 2 / 37 Introduction Introduction Climate disruption ! ! Pollution ! ! ! Extinctions Ecosystem Transformation Population growth and consumption There is no silver bullet to solve these issues, but energy production is "#$%&'$($#!)*&+%&+,+!*&!! central to many of these issues. -.$&'.$&$&/!0,1.&$'23+! Economically practical fusion power 4$(%!",55*6'!"2+'%1+!$&! could contribute significantly to meet +' '7%!89 !)%&',62! the future increased energy :&(*61.'$*&!(*6!;*<$#2!-.=%6+! production demands in a sustainable way. -
Numerical Methods for Large Scale Non-Smooth Multibody Problems
Politecnico di Milano 6/11/2014 Numerical Methods for Large Scale Non-Smooth Multibody Problems Ing. Alessandro Tasora Dipartimento di Ingegneria Industriale Università di Parma, Italy [email protected] http://ied.unipr.it/tasora Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 2 Let us go on and win glory for ourselves, or yield it to others Homer, Iliad ΑΧΙΛΛΕΥΣ 1 Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 3 Multibody simulation today MultibodyOutlook simulation tomorrow THE COMPLEXITY CHALLENGE Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 4 Background Joint work in the multibody field with - M.Anitescu (ARGONNE National Labs, Chicago University) - D.Negrut & al. (University of Wisconsin – Madison) - J.Kleinert & al. (Fraunhofer ITWM, Germany) - F.Pulvirenti & al. (Ferrari Auto, Italy) - NVidia Corporation (USA) - A.Jain (NASA – JPL) - S.Negrini & al. (Politecnico di Milano, Italy) - ENSAM Labs (France) - Realsoft OY (Finland) - Cineca supercomputing (Italy) 2 Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. 5 Structure of this lecture Sections • Concepts and applications • Coordinate transformations • Dynamics: a theoretical background • A typical direct solver for classical MB problems • Iterative method for nonsmooth dynamics • Software implementation • C++ implementation of the HyperOCTANT solver in Chrono::Engine • Examples • Future challenges Numerical Methods for Large-Scale Multibody Problems Politecnico di Milano, November 2014 A.Tasora, Dipartimento di Ingegneria Industriale, Università di Parma, Italy slide n. -
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. -
Physics Tutorial 1: Introduction to Newtonian Dynamics
Physics Tutorial 1: Introduction to Newtonian Dynamics Summary The concept of the Physics Engine is presented. Linear Newtonian Dynamics are reviewed, in terms of their relevance to real time game simulation. Different types of physical objects are introduced and contrasted. Rotational dynamics are presented, and analogues drawn with the linear case. Importance of environment scaling is introduced. New Concepts Linear Newtonian Dynamics, Angular Motion, Particle Physics, Rigid Bodies, Soft Bodies, Scaling Introduction The topic of this set of tutorials is simulating the physical behaviour of objects in games through the development of a physics engine. The previous module has taught you how to draw objects in complex scenes on the screen, and now we shift our focus to moving those objects around and enabling them to interact. Broadly speaking a physics engine provides three aspects of functionality: • Moving items around according to a set of physical rules • Checking for collisions between items • Reacting to collisions between items Note the use of the word item, rather than object this is intended to suggest that physics can be applied to any and all elements of a game scene { objects, characters, terrain, particles, etc., or any part thereof. An item could be a crate in a warehouse, the floor of the warehouse, the limb of a jointed character, the axle of a racing car, a snowflake particle, etc. 1 A physics engine for games is based around Newtonian mechanics which can be summarised as three simple rules of motion that you may have learned at school. These rules are used to construct differential equations describing the behaviour of our simulated items. -
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 -
5Th EUROMECH Nonlinear Dynamics Conference, August 7- 12, 2005 Eindhoven : Book of Abstracts
5th EUROMECH nonlinear dynamics conference, August 7- 12, 2005 Eindhoven : book of abstracts Citation for published version (APA): Campen, van, D. H., Lazurko, M. D., & Oever, van den, W. P. J. M. (Eds.) (2005). 5th EUROMECH nonlinear dynamics conference, August 7-12, 2005 Eindhoven : book of abstracts. Technische Universiteit Eindhoven. Document status and date: Published: 01/01/2005 Document Version: Publisher’s PDF, also known as Version of Record (includes final page, issue and volume numbers) Please check the document version of this publication: • A submitted manuscript is the version of the article upon submission and before peer-review. There can be important differences between the submitted version and the official published version of record. People interested in the research are advised to contact the author for the final version of the publication, or visit the DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication 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.