Handling Realistic Collisions in Real-Time

Project description and objectives:

Three-dimensional computer animation systems that do not robustly handle collisions are not able to realistically simulate objects' motion. Interactive physics, for example, provided by the Open Dynamics Engine (ODE ) and the Bullet Physics Library have been designed with efficiency in mind and they are particularly tuned to the characteristics of constrained rigid and soft body simulation. Despite the fundamental importance of broad phase in optimizing the collision detection, most algorithms have serious limitations. So, the aim of the project is to generate 3D animations which are able to handle realistic collisions in real-time. This problem is still a challenge which involves many interesting issues, for example: broad phase collision detection and response, physics engines, GPU programming, spatial data structures, and bounding volume hierarchies for 3D animation in real-time.

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