Real-Time Physics Simulation Method for XR Application
Real-time physics simulations are vital for creating immersive and interactive experiences in extended reality (XR) applications. Balancing computational efficiency and simulation accuracy is challenging, especially in environments with multiple deformable objects that require complex interactions....
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Language: | English |
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MDPI AG
2025-01-01
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Series: | Computers |
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Online Access: | https://www.mdpi.com/2073-431X/14/1/17 |
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author | Nak-Jun Sung Jun Ma Kunthroza Hor Taeheon Kim Hongly Va Yoo-Joo Choi Min Hong |
author_facet | Nak-Jun Sung Jun Ma Kunthroza Hor Taeheon Kim Hongly Va Yoo-Joo Choi Min Hong |
author_sort | Nak-Jun Sung |
collection | DOAJ |
description | Real-time physics simulations are vital for creating immersive and interactive experiences in extended reality (XR) applications. Balancing computational efficiency and simulation accuracy is challenging, especially in environments with multiple deformable objects that require complex interactions. In this study, we introduce a GPU-based parallel processing framework combined with a position-based dynamics (PBD) solver to tackle these challenges. The system is deployed within the Unity engine and enhances real-time performance through the use of sophisticated collision detection and response algorithms. Our method employs an AABB-based bounding volume hierarchy (BVH) structure to efficiently detect collisions, and incorporates the Möller–Trumbore algorithm for precise triangle-level interactions. We also boost computational efficiency by storing collision data in GPU-accessible 2D textures. Experimental assessments show performance improvements of up to 1705% in GPU simulations over CPU counterparts, achieving stable real-time frame rates for complex models such as the Stanford Bunny and Armadillo. Furthermore, utilizing 2D texture storage improves the FPS by up to 117%, confirming its efficacy for XR applications. This study offers a robust, scalable framework for real-time physics simulations, facilitating more natural and immersive XR experiences. |
format | Article |
id | doaj-art-6f7dc524e787487583d927dc7c1d1e0e |
institution | Kabale University |
issn | 2073-431X |
language | English |
publishDate | 2025-01-01 |
publisher | MDPI AG |
record_format | Article |
series | Computers |
spelling | doaj-art-6f7dc524e787487583d927dc7c1d1e0e2025-01-24T13:27:53ZengMDPI AGComputers2073-431X2025-01-011411710.3390/computers14010017Real-Time Physics Simulation Method for XR ApplicationNak-Jun Sung0Jun Ma1Kunthroza Hor2Taeheon Kim3Hongly Va4Yoo-Joo Choi5Min Hong6Research Institute, National Cancer Center, Goyang 10408, Republic of KoreaDepartment of Software Convergence, Soonchunhyang University, Asan-si 31538, Republic of KoreaDepartment of Software Convergence, Soonchunhyang University, Asan-si 31538, Republic of KoreaDepartment of Software Convergence, Soonchunhyang University, Asan-si 31538, Republic of KoreaCambodia Academy of Digital Technology, Phnom Penh 121002, CambodiaDepartment of AI Software Engineering, Seoul Media Institute of Technology, Seoul-si 07590, Republic of KoreaDepartment of Computer Software Engineering, Soonchunhyang University, Asan-si 31538, Republic of KoreaReal-time physics simulations are vital for creating immersive and interactive experiences in extended reality (XR) applications. Balancing computational efficiency and simulation accuracy is challenging, especially in environments with multiple deformable objects that require complex interactions. In this study, we introduce a GPU-based parallel processing framework combined with a position-based dynamics (PBD) solver to tackle these challenges. The system is deployed within the Unity engine and enhances real-time performance through the use of sophisticated collision detection and response algorithms. Our method employs an AABB-based bounding volume hierarchy (BVH) structure to efficiently detect collisions, and incorporates the Möller–Trumbore algorithm for precise triangle-level interactions. We also boost computational efficiency by storing collision data in GPU-accessible 2D textures. Experimental assessments show performance improvements of up to 1705% in GPU simulations over CPU counterparts, achieving stable real-time frame rates for complex models such as the Stanford Bunny and Armadillo. Furthermore, utilizing 2D texture storage improves the FPS by up to 117%, confirming its efficacy for XR applications. This study offers a robust, scalable framework for real-time physics simulations, facilitating more natural and immersive XR experiences.https://www.mdpi.com/2073-431X/14/1/17real-time physically based simulationdeformable object simulationposition-based dynamicsGPU accelerationbounding volume hierarchy |
spellingShingle | Nak-Jun Sung Jun Ma Kunthroza Hor Taeheon Kim Hongly Va Yoo-Joo Choi Min Hong Real-Time Physics Simulation Method for XR Application Computers real-time physically based simulation deformable object simulation position-based dynamics GPU acceleration bounding volume hierarchy |
title | Real-Time Physics Simulation Method for XR Application |
title_full | Real-Time Physics Simulation Method for XR Application |
title_fullStr | Real-Time Physics Simulation Method for XR Application |
title_full_unstemmed | Real-Time Physics Simulation Method for XR Application |
title_short | Real-Time Physics Simulation Method for XR Application |
title_sort | real time physics simulation method for xr application |
topic | real-time physically based simulation deformable object simulation position-based dynamics GPU acceleration bounding volume hierarchy |
url | https://www.mdpi.com/2073-431X/14/1/17 |
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