Efficient Contact Detection for Game Engines and Robotics a Non-Polygonal Approach with Smooth Convex Objects
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Tree Code for Collision Detection of Large Numbers of Particles
Tree Code for Collision Detection of Large Numbers of Particles Application for the Breit-Wheeler Process [preprint] O. Jansen, E. d’Humi`eres, X. Ribeyre, S. Jequier, V.T. Tikhonchuk Univ. Bordeaux/CNRS/CEA, Centre Lasers Intenses et Applications [email protected] August 4, 2016 Abstract Collision detection of a large number N of particles can be challenging. Directly testing N particles for 2 collision among each other leads to N queries. Especially in scenarios, where fast, densely packed particles interact, challenges arise for classical methods like Particle-in-Cell or Monte-Carlo. Modern collision detec- tion methods utilising bounding volume hierarchies are suitable to overcome these challenges and allow a detailed analysis of the interaction of large number of particles. This approach is applied to the analysis of the collision of two photon beams leading to the creation of electron-positron pairs. Keywords tree code; collision detection; QED; Breit-Wheeler process; pair creation; astronomy 1 Introduction Modelling a large number of particles often is a challenge in physics. Many-body problems are well known in astronomy, plasma physics, solid state physics and other disciplines. In astronomy a common way to overcome the challenge of simulating a many-body problem, like the movement of stars of one galaxy under each others gravitational force, is to use the Barnes-Hut (BH) method [1]. In a BH simulation space is partitioned in an hierarchic octree structure. The tree branches grow towards successive smaller volumes of space in such way as to include at maximum one particle (star) in each leaf node, while still covering the entirety of the simulation domain. -
Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Introduction Physics Engines AGEIA Physx SDK AGEIA
25/3/2008 SVR2007 Introduction Tutorial AGEIA PhysX • What does physics give? – Real world interaction metaphor – Realistic simulation Virtual Reality • Who needs physics? and Multimedia { mouse, ds2, gsm, masb, vt, jk } @cin.ufpe.br Research Group Thiago Souto Maior – Immersive games and applications Daliton Silva Guilherme Moura Márcio Bueno • How to use this? Veronica Teichrieb Judith Kelner – Through physics engines implemented in software or hardware Petrópolis, May 2007 Physics Engines AGEIA PhysX SDK • Simplified Newtonian models • Based upon NovodeX API • “High precision” versus “real time” simulations • Commercial and open source engines • Middleware concept • What comes together in a physics engine? • First asynchronous physics API – Mandatory • Tons of math calculations • Takes advantage of multiprocessing game • Collision detection • Rigid body dynamics systems – Optional • Fluid dynamics • Cloth simulation • Particle systems • Deformable object dynamics AGEIA PhysX SDK AGEIA PhysX SDK • Supports game • Integration with game development life cycle engines – 3DSMax and Maya – Unreal Engine 3.0 plugins (PhysX – Emergent GameBryo Create) – Natural Motion – Properties tuning with Endorphin PhysX Rocket • Runs in PC, Xbox 360 – Visual remote and PS3 debugging with PhysX VRD 1 25/3/2008 AGEIA PhysX SDK AGEIA PhysX Processor • Supports • AGEIA PhysX PPU – Complex rigid body dynamics • Powerful PPU + – Collision detection CPU + GPU – Joints and springs – Physics + Math + – Volumetric fluid simulation Fast Rendering – Particle systems -
DXF Reference
AutoCAD 2012 DXF Reference February 2011 © 2011 Autodesk, Inc. All Rights Reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Certain materials included in this publication are reprinted with the permission of the copyright holder. Trademarks The following are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and other countries: 3DEC (design/logo), 3December, 3December.com, 3ds Max, Algor, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Intent, Autodesk Inventor, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backburner, Backdraft, Beast, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Fempro, Fire, Flame, Flare, Flint, FMDesktop, Freewheel, GDX Driver, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, Illuminate Labs -
Physx As a Middleware for Dynamic Simulations in the Container Loading Problem
Proceedings of the 2018 Winter Simulation Conference M. Rabe, A.A. Juan, N. Mustafee, A. Skoogh, S. Jain, and B. Johansson, eds. PHYSX AS A MIDDLEWARE FOR DYNAMIC SIMULATIONS IN THE CONTAINER LOADING PROBLEM Juan C. Martínez-Franco David Álvarez-Martínez Department of Mechanical Engineering Department of Industrial Engineering Universidad de Los Andes Universidad de Los Andes Carrera 1 Este No. 19A – 40 Carrera 1 Este No. 19A – 40 Bogotá, 11711, COLOMBIA Bogotá, 11711, COLOMBIA ABSTRACT The Container Loading Problem (CLP) is an optimization challenge where the constraint of dynamic stability plays a significant role. The evaluation of dynamic stability requires the use of dynamic simulations that are carried out either with dedicated simulation software that produces very small errors at the expense of simulation speed, or real-time physics engines that complete simulations in a very short time at the cost of repeatability. One such engine, PhysX, is evaluated to determine the feasibility of its integration with the open source application PackageCargo. A simulation tool based on PhysX is proposed and compared with the dynamic simulation environment of Autodesk Inventor to verify its reliability. The simulation tool presents a dynamically accurate representation of the physical phenomena experienced by cargo during transportation, making it a viable option for the evaluation of dynamic stability in solutions to the CLP. 1 INTRODUCTION The Container Loading Problem (CLP) consists of the geometric arrangement of small rectangular items (cargo) into a larger rectangular space (container), but it is not a simple geometry problem. The arrangements of cargo must maximize volume utilization while complying with certain constraints such as cargo fragility, delivery order, etc. -
Efficient Algorithms for Two-Phase Collision Detection
MERL { A MITSUBISHI ELECTRIC RESEARCH LABORATORY http://www.merl.com Ecient Algorithms for Two-Phase Collision Detection Brian Mirtich TR-97-23 Decemb er 1997 Abstract This article describ es practical collision detection algorithms for rob ot motion planning. Attention is restricted to algorithms that handle rigid, p olyhedral ge- ometries. Both broad phase and narrow phase detection strategies are discussed. For the broad phase, an algorithm using axes-aligned b ounding b oxes and a hi- erarchical spatial hash table is describ ed. For the narrow-phase, the Lin-Canny algorithm is presented. Alternatives to these algorithms are also discussed. Fi- nally, the article describ es a scheduling paradigm for managing collision checks that can further reduce computation time. Pointers to downloadable software are included. To appear in Practical Motion Planning in Rob otics: Current Approaches and Future Directions, K. Gupta and A.P. del Pobil, editors. This work may not b e copied or repro duced in whole or in part for any commercial purp ose. Permission to copy in whole or in part without payment of fee is granted for nonpro t educational and research purp oses provided that all such whole or partial copies include the following: a notice that such copying is by p er- mission of Mitsubishi Electric Information Technology Center America; an acknowledgment of the authors and individual contributions to the work; and all applicable p ortions of the copyright notice. Copying, repro duction, or republishing for any other purp ose shall require a license with payment of fee to Mitsubishi Electric Information Technology Center America. -
An Optimal Solution for Implementing a Specific 3D Web Application
IT 16 060 Examensarbete 30 hp Augusti 2016 An optimal solution for implementing a specific 3D web application Mathias Nordin Institutionen för informationsteknologi Department of Information Technology Abstract An optimal solution for implementing a specific 3D web application Mathias Nordin Teknisk- naturvetenskaplig fakultet UTH-enheten WebGL equips web browsers with the ability to access graphic cards for extra processing Besöksadress: power. WebGL uses GLSL ES to communicate with graphics cards, which uses Ångströmlaboratoriet Lägerhyddsvägen 1 different Hus 4, Plan 0 instructions compared with common web development languages. In order to simplify the development process there are JavaScript libraries handles the Postadress: Box 536 751 21 Uppsala communication with WebGL. On the Khronos website there is a listing of 35 different Telefon: JavaScript libraries that access WebGL. 018 – 471 30 03 It is time consuming for developers to compare the benefits and disadvantages of all Telefax: these 018 – 471 30 00 libraries to find the best WebGL library for their need. This thesis sets up requirements of a Hemsida: specific WebGL application and investigates which libraries that are best for http://www.teknat.uu.se/student implmeneting its requirements. The procedure is done in different steps. Firstly is the requirements for the 3D web application defined. Then are all the libraries analyzed and mapped against these requirements. The two libraries that best fulfilled the requirments is Three.js with Physi.js and Babylon.js. The libraries is used in two seperate implementations of the intitial game. Three.js with Physi.js is the best libraries for implementig the requirements of the game. -
Mathematical Approaches for Collision Detection in Fundamental Game Objects
Mathematical Approaches for Collision Detection in Fundamental Game Objects Weihu Hong1 , Junfeng Qu2, Mingshen Wu3 1 Department of Mathematics, Clayton State University, Morrow, GA, 30260 2 Department of Information Technology, Clayton State University, Morrow, GA, 30260 3Department of Mathematics, Statistics, and Computer Science, University of Wisconsin-Stout, Menomonie, WI 54751 Otherwise, a lot of false alarm will be introduced in collision Abstract – This paper presents mathematical solutions for detection as show in Figure 1, where two objects, one circle computing whether or not fundamental objects in game and one pentagon, are not collided at all even the represented development collide with each other. In game development, sprites collide each other. detection of collision of two or more objects is often brought up. By categorizing most fundamental boundaries in game object, this paper will provide some mathematical fundamental methods for detection of collisions between objects identified. The approached methods provide more precise and efficient solutions to detect collisions between most game objects with mathematical formula proposed. Keywords: Collision detection, algorithm, sprite, game object, game development. 1 Introduction Figure 1. Collision detection based on Boundary The goal of collision detection is to automatically report a geometric contact when it is about to occur or has actually occurred. It is very common in game development that objects in the game science controlled by game player might collide each other. Collision detection is an essential component in video game implementation because it delivers events in the game world and drives game moving though game paths designed. In most game developing environment, game developers relies on written APIs to detect collisions in the game, for example, XNA Game Studio from Microsoft, Cocoa from (a) (b) Apple, and some other software packages developed by other parties. -
The Growing Importance of Ray Tracing Due to Gpus
NVIDIA Application Acceleration Engines advancing interactive realism & development speed July 2010 NVIDIA Application Acceleration Engines A family of highly optimized software modules, enabling software developers to supercharge applications with high performance capabilities that exploit NVIDIA GPUs. Easy to acquire, license and deploy (most being free) Valuable features and superior performance can be quickly added App’s stay pace with GPU advancements (via API abstraction) NVIDIA Application Acceleration Engines PhysX physics & dynamics engine breathing life into real-time 3D; Apex enabling 3D animators CgFX programmable shading engine enhancing realism across platforms and hardware SceniX scene management engine the basis of a real-time 3D system CompleX scene scaling engine giving a broader/faster view on massive data OptiX ray tracing engine making ray tracing ultra fast to execute and develop iray physically correct, photorealistic renderer, from mental images making photorealism easy to add and produce © 2010 Application Acceleration Engines PhysX • Streamlines the adoption of latest GPU capabilities, physics & dynamics getting cutting-edge features into applications ASAP, CgFX exploiting the full power of larger and multiple GPUs programmable shading • Gaining adoption by key ISVs in major markets: SceniX scene • Oil & Gas Statoil, Open Inventor management • Design Autodesk, Dassault Systems CompleX • Styling Autodesk, Bunkspeed, RTT, ICIDO scene scaling • Digital Content Creation Autodesk OptiX ray tracing • Medical Imaging N.I.H iray photoreal rendering © 2010 Accelerating Application Development App Example: Auto Styling App Example: Seismic Interpretation 1. Establish the Scene 1. Establish the Scene = SceniX = SceniX 2. Maximize interactive 2. Maximize data visualization quality + quad buffered stereo + CgFX + OptiX + volume rendering + ambient occlusion 3. -
NVIDIA Physx SDK EULA
NVIDIA CORPORATION NVIDIA® PHYSX® SDK END USER LICENSE AGREEMENT Welcome to the new world of reality gaming brought to you by PhysX® acceleration from NVIDIA®. NVIDIA Corporation (“NVIDIA”) is willing to license the PHYSX SDK and the accompanying documentation to you only on the condition that you accept all the terms in this License Agreement (“Agreement”). IMPORTANT: READ THE FOLLOWING TERMS AND CONDITIONS BEFORE USING THE ACCOMPANYING NVIDIA PHYSX SDK. IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT, NVIDIA IS NOT WILLING TO LICENSE THE PHYSX SDK TO YOU. IF YOU DO NOT AGREE TO THESE TERMS, YOU SHALL DESTROY THIS ENTIRE PRODUCT AND PROVIDE EMAIL VERIFICATION TO [email protected] OF DELETION OF ALL COPIES OF THE ENTIRE PRODUCT. NVIDIA MAY MODIFY THE TERMS OF THIS AGREEMENT FROM TIME TO TIME. ANY USE OF THE PHYSX SDK WILL BE SUBJECT TO SUCH UPDATED TERMS. A CURRENT VERSION OF THIS AGREEMENT IS POSTED ON NVIDIA’S DEVELOPER WEBSITE: www.developer.nvidia.com/object/physx_eula.html 1. Definitions. “Licensed Platforms” means the following: - Any PC or Apple Mac computer with a NVIDIA CUDA-enabled processor executing NVIDIA PhysX; - Any PC or Apple Mac computer running NVIDIA PhysX software executing on the primary central processing unit of the PC only; - Any PC utilizing an AGEIA PhysX processor executing NVIDIA PhysX code; - Microsoft XBOX 360; - Nintendo Wii; and/or - Sony Playstation 3 “Physics Application” means a software application designed for use and fully compatible with the PhysX SDK and/or NVIDIA Graphics processor products, including but not limited to, a video game, visual simulation, movie, or other product. -
An Embeddable, High-Performance Scripting Language and Its Applications
Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software -
Tegra: Mobile & GPU Supercomputing Convergence | GTC 2013
Tegra – at the Convergence of Mobile and GPU Supercomputing Neil Trevett, VP Mobile Content, NVIDIA © 2012 NVIDIA - Page 1 Welcome to the Inaugural GTC Mobile Summit! Tuesday Afternoon - Room 210C Ecosystem Broad View – including Ouya Development Tools – including Tegra 4 and Shield Wednesday Morning - Marriott Ballroom 3 Visualization – including using H.264 for still imagery Augmented device interaction – including depth camera on Tegra Wednesday Afternoon - Room 210C Vision and Computational Photography – including Chimera Web – the fastest mobile browser Mobile Panel – your chance to ask gnarly questions! Select Mobile Summit Tag in your GTC Mobile App! © 2012 NVIDIA - Page 2 Why Mobile GPU Compute? State-of-the-art Augmented Reality without GPU Compute Courtesy Metaio http://www.youtube.com/watch?v=xw3M-TNOo44&feature=related © 2012 NVIDIA - Page 3 Augmented Reality with GPU Compute Research today on CUDA equipped laptop PCs How will this GPU Compute Capability migrate from high- end PCs to mobile? High-Quality Reflections, Refractions, and Caustics in Augmented Reality and their Contribution to Visual Coherence P. Kán, H. Kaufmann, Institute of Software Technology and Interactive Systems, Vienna University of Technology, Vienna, Austria © 2012 NVIDIA - Page 4 Denver CPU Mobile SOC Performance Increases Maxwell GPU FinFET Full Kepler GPU CUDA 5.0 OpenGL 4.3 100 Parker Google Nexus 7 Logan HTC One X+ 100x perf increase in Tegra 4 four years 1st Quad A15 10 Chimera Computational Photography Core i5 Tegra 3 1st Quad A9 1st Power saver 5th core Core 2 Duo Tegra 2 st CPU/GPU AGGREGATE PERFORMANCE AGGREGATE CPU/GPU 1 Dual A9 1 2012 2013 2014 2015 2011 Device Shipping Dates © 2012 NVIDIA - Page 5 Power is the New Design Limit The Process Fairy keeps bringing more transistors.