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Studienarbeit / Bachelor thesis
Rigid body dynamics: Geometric primitives
Supervision:
Background:
The pe rigid body physics engine is a framework for the physically
correct simulation of rigid bodies of arbitrary shape.
A basic component of the pe physics engine are geometric primitives.
Whereas primitives are fixed in their shapes in comparison to e.g. triangle meshes, they
offer a big performance advantage due to their predictable characteristics. Additionally,
the shape of many rigid bodies can be approximated by a combination of several primitives.
Currently the pe engine offers spheres, boxes, capsules and planes and
the possibility to combine those primitives in unions.
A very useful extension of the engine are hollow primitives, offering the option to
simulate rigid objects inside other rigid objects. These hollow primitives could for
example be used to restict the movement of rigid bodies to a certain specified domain.
The goal of this thesis is the extension of the physics engine by hollow primitives, offering
some new, interesting simulation capabilities. For each hollow primitive a suitable data
structure has to be developed to represent the geometry accordingly. Each of these new
primitives must be able to collide to all other available primitives, which results in
several new, specialized collision functions.
Tasks:
- Extension of the physics engine by hollow primitives
- Implementation of suitable data structures, collision detection routines and contact
point calculations
- Performance optimizations of the implementations
- Development of demonstration examples
Recommended knowledge:
- Advanced C++ programming
- Knowledge in geometry
- 3D-imagination
Status:
Free
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