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Physically-Based Rigid Body Simulation

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Uploaded by on Apr 13, 2008

Narrow-Phase collision detection and handling based on "Nonconvex Rigid Bodies with Stacking" by Guendelman et al.
Broad-Phase collision detection based on modified Sweep-and-prune

Benchmark tested on Windows PC, Q6600, 2G Memory, 8800 GT

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Film & Animation

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Standard YouTube License

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Uploader Comments (myism)

  • how exactly do you approach your broad phase here?

  • improved sweep and prune :) that is how i achieved the decent frame rates

  • I have a question ,what is this use for

  • can be used for video games

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All Comments (8)

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  • is this windows 7

  • Really Impressive! Could you tell me all the resources (books/sites/papers/algorithms­/collision detection/responses) I need to know to implement(program) rigid body physics like this one. I mean, how did you approach it? This is awesome to look at and now I want to program it. The only thing is that I don't have a clue about Rigid Body Dynamics.

  • It could be used for all sorts of things; video games, animation in 3D movies or special effects, maybe even structural scientific modelling.

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