Using MPI (2nd ed.): portable parallel programming with the message-passing interface
Using MPI (2nd ed.): portable parallel programming with the message-passing interface
Game Physics
Physics-based Animation (Graphics Series)
Physics-based Animation (Graphics Series)
Fast frictional dynamics for rigid bodies
ACM SIGGRAPH 2005 Papers
Optimization-based simulation of nonsmooth rigid multibody dynamics
Mathematical Programming: Series A and B
Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology)
Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology)
Simulation of moving particles in 3D with the Lattice Boltzmann method
Computers & Mathematics with Applications
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For decades, rigid body dynamics has been used in several active research fields to simulate the behavior of completely undeformable, rigid bodies. Due to the focus of the simulations to either high physical accuracy or real time environments, the state-of-the-art algorithms cannot be used in excess of several thousand rigid bodies. Either the complexity of the algorithms would result in infeasible runtimes, or the simulation could no longer satisfy the real time aspects. In this paper we present a novel approach for large-scale rigid body dynamics simulations. The presented algorithm enables for the first time rigid body simulations of several million rigid bodies. We describe in detail the parallel rigid body algorithm and its necessary extensions for a large-scale MPI parallelization and show some results by means of a particular simulation scenario.