基于位置的刚体模拟:游戏物理模拟器的比较

Miguel Seabra, Francisco Fernandes, Daniel Simões Lopes, João Madeiras Pereira
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引用次数: 0

摘要

交互式实时刚体仿真是任何现代游戏引擎或3D创作工具中的关键工具。对快速,稳健和准确模拟的追求不断发展。PBRBD(基于位置的刚体动力学)是PBD(基于位置的动力学)的最新扩展,是解决这一问题的一种新方法。这项工作旨在提供基于位置的方法和其他用于刚体动力学的实时仿真方法之间的可理解的最先进的比较,使用定制的3D物理引擎进行基准测试和比较PBRBD(基于位置的刚体动力学),以及一些变体,与游戏行业中常用的最先进的模拟器,PhysX和Havok。表明PBRBD可以产生准确和稳定的模拟,擅长于保持一致的能量水平,并允许各种约束,但由于旋转误差的传播,它在处理稳定的刚体堆栈方面受到限制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Position Based Rigid Body Simulation: A comparison of physics simulators for games
Interactive real-time rigid body simulation is a crucial tool in any modern game engine or 3D authoring tool. The quest for fast, robust and accurate simulations is ever evolving. PBRBD (Position Based Rigid Body Dynamics), a recent expansion of PBD (Position Based Dynamics), is a novel approach for this issue. This work aims at providing a comprehensible state-of-the art comparison between Position Based methods and other real-time simulation methods used for rigid body dynamics using a custom 3D physics engine for benchmarking and comparing PBRBD (Position Based Rigid Body Dynamics), and some variants, with state-of-the-art simulators commonly used in the gaming industry, PhysX and Havok. Showing that PBRBD can produce simulations that are accurate and stable, excelling at maintaining consistent energy levels, and allowing for a variety of constraints, but is limited in its handling of stable stacks of rigid bodies due to the propagation of rotational error.
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