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GPU-based Mass Point Physics for Unity

  • Mass Point Physics on GPU
  • Sweep and Prune Algorithm on Y-Axis (Collision Detection)
  • Impulse-based Physics
  • Mesh-based Particles

Vimeo

References

  1. Real-Time Rigid Body Simulation on GPUs, GPU Gems 3 Ch. 29
  2. ゲーム制作者のための物理シミュレーション 剛体編
  3. HARADA, T., TANAKA, M., Koshizuka, S., & Kawaguchi, Y. (2007). グラフィックスハードウェアを用いた個別要素法の高速化. In 日本計算工学会論文集 (p. 20070011).
  4. Liu, F., Harada, T., Lee, Y., & Kim, Y. J. (2010). Real-time collision culling of a million bodies on graphics processing units. ACM Transactions on Graphics, 29(6), 1. doi:10.1145/1882261.1866180
  5. Tonge, R. (2013). Iterative Rigid Body Solvers. Game Developers Conference.

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