Unified Particle Physics for Real-Time Applications



Unified Particle Physics for Real-Time Applications


This video will be presented at SIGGRAPH 2014.

We present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, rigid bodies and clothing with two-way interactions. We address some common problems with traditional particle based methods and describe a parallel constraint solver based on position based dynamics that is efficient enough for real-time applications.

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4 thoughts on “Unified Particle Physics for Real-Time Applications”

  1. sfsdf

    Any comparisons on computational load compared to other approaches?
    Any information of benchmarks with a huge amount of interactive objects in a computergame setting with advanced physics.

  2. JeGX Post Author

    More information and benchmarks will be likely presented during the siggraph 2014.

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