Chris Pollett >
Students > [Bio] [GJK] [CS298 Box2D Collision Detection Pipeline] |
CS297 ProposalReturn to Neverhood: Rendering and Simulation of Deformable MaterialsJoshua Newth (mrfurious at gmail dot com) Advisor: Dr. Chris Pollett Description: The purpose of this project is to develop a 2D physics engine and simple renderer for experimenting with deformable bodies in a rigid body physics simulator. The primary academic goal is to develop an understanding of the rendering and physics technologies used in modern videogames. Schedule:
Deliverables: The full project will be done when CS298 is completed. The following will be done by the end of CS297: 1. Simple object display (dev environment working). 2. User-navigable 3D environment (keys to navigate and mouselook) 3. Gravity demo. 4. Collision detection - GJK implementation and writeup. 5. Collision resolution - Basic Jacobian solver with "no penetration" and "friction" constraints. 6. CS297 Report containing a design document and development schedule for the Neverhood engine. References: [1] Hearn, D. and Baker, P. (2004). Computer Graphics with OpenGL (3rd edition). Upper Saddle River, NJ: Pearson Prentice Hall. [2] Van Verth, J. and Bishop, L. (2004). Essential Mathematics for Games and Interactive Applications. San Francisco, CA: Elsevier, Inc. [3] Millington, I. (2010). Game Physics Engine Development. San Francisco, CA: Elsevier, Inc. [4] Eberly, D. (2010). Game Physics (2nd Edition). San Francisco, CA: Elsevier, Inc. [5] Dunn, F. and Parberry, I. (2011). 3D Math Primer for Graphics and Game Development (2nd Edition). Natick, MA: A.K. Peters, Ltd. [6] Eberly, D. (2005). 3D Game Engine Architecture. San Francisco, CA: Elsevier, Inc. [7] Eberly, D. (2007). 3D Game Engine Design. San Francisco, CA: Elsevier, Inc. [8] Akenine-Moller, T. et al. (2008). Real-time Rendering (3rd edition). Natick, MA: A.K. Peters, Ltd. |