Real-Time Physics Simulation Method for XR Application

  • Sung, Nak-Jun; 
  • Ma, Jun; 
  • Hor, Kunthroza; 
  • Kim, Taeheon; 
  • Va, Hongly; 
  • ... Hong, Min; 
  • 외 1명
Citations

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3
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SCOPUS

6

초록

Real-time physics simulations are vital for creating immersive and interactive experiences in extended reality (XR) applications. Balancing computational efficiency and simulation accuracy is challenging, especially in environments with multiple deformable objects that require complex interactions. In this study, we introduce a GPU-based parallel processing framework combined with a position-based dynamics (PBD) solver to tackle these challenges. The system is deployed within the Unity engine and enhances real-time performance through the use of sophisticated collision detection and response algorithms. Our method employs an AABB-based bounding volume hierarchy (BVH) structure to efficiently detect collisions, and incorporates the M & ouml;ller-Trumbore algorithm for precise triangle-level interactions. We also boost computational efficiency by storing collision data in GPU-accessible 2D textures. Experimental assessments show performance improvements of up to 1705% in GPU simulations over CPU counterparts, achieving stable real-time frame rates for complex models such as the Stanford Bunny and Armadillo. Furthermore, utilizing 2D texture storage improves the FPS by up to 117%, confirming its efficacy for XR applications. This study offers a robust, scalable framework for real-time physics simulations, facilitating more natural and immersive XR experiences.

키워드

real-time physically based simulation; deformable object simulation; position-based dynamics; GPU acceleration; bounding volume hierarchy; COLLISION DETECTION
제목
Real-Time Physics Simulation Method for XR Application
저자
Sung, Nak-Jun; Ma, Jun; Hor, Kunthroza; Kim, Taeheon; Va, Hongly; Choi, Yoo-Joo; Hong, Min
DOI
10.3390/computers14010017
발행일
2025-01
유형
Article
저널명
Computers
권
14
호
1