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Physics Engines Evaluation Based on Model Representation Analysis

[+] Author Affiliations
Germánico González Badillo, Víctor E. Espinoza López

Universidad Autónoma de San Luis Potosí, Rioverde, SLP, Mexico

Hugo I. Medellín Castillo

Universidad Autónoma de San Luis Potosí, San Luis Potosí, SLP, Mexico

Theodore Lim

Heriot-Watt University, Edinburgh, Scotland, UK

Paper No. DETC2014-35289, pp. V01BT02A040; 9 pages
  • ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference
  • Volume 1B: 34th Computers and Information in Engineering Conference
  • Buffalo, New York, USA, August 17–20, 2014
  • Conference Sponsors: Design Engineering Division, Computers and Information in Engineering Division
  • ISBN: 978-0-7918-4629-2
  • Copyright © 2014 by ASME


Virtual environments (VE) are becoming a popular way to interact with virtual objects in several applications such as design, training, planning, etc. Physics simulation engines (PSE) used in games development can be used to increase the realism in virtual environments (VE) by enabling the virtual objects with dynamic behavior and collision detection. There exist several PSE available to be integrated with VE, each PSE uses different model representation methods to create the collision shape and compute virtual object dynamic behavior. The performance of physics based VEs is directly related to the PSE ability and its method to represent virtual objects. This paper analyzes different freely available PSEs — Bullet and the two latest versions of PhysX (v2.8 and 3.1) — based on their model representation algorithms, and evaluates them by performing various assembly tasks with different geometry complexity. The evaluation is based on the collision detection performance and their influence on haptic-virtual assembly process. The results have allowed the identification of the strengths and weaknesses of each PSE according to its representation method.

Copyright © 2014 by ASME
Topics: Physics , Engines



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