Real-Time Plastic Deformation of Car Bodyworks
Abstract
Realism in video games is furthered each year. Particularly in racing and driving
games, visual realism in the deformation of cars play a larger and larger role for the
immersion in a virtual world. With the improvements of modern hardware, a new
physically based simulation approach for the deformation of object has emerged.
In this thesis a prototype is developed that aims to implement such a deformation
system for car bodyworks. One of the many challenges is to generate visually
appealing deformations, while remaining within the constraints of the real-time context.
There is a variety of deformation techniques in the body of research. At their
core, most work similarly. The deformable object is discretized into smaller units,
so called particles. These particles are subject to the forces of the virtual environment
and thus adjust the superordinate deformable object. The method of choice
for this thesis’ prototype is position-based deformation, as it has many advantages
for a real-time context. In position-based deformation, the particles are interconnect
via constraints, which adjust their positions in relation to one-another. These
constraints are solved each frame by an iterative Gauss-Seidel solver.
It was integrated into a deformation module which is used by the physics engine
Unity to compute deformation results. This configuration proved successful as it
makes use of the strengths of both a third-party physics engine and a more performant
module for time-critical algorithms. The prototype was developed based on
an agile software development philosophy and was continuously improved and optimized.
The prototype was analyzed regarding the computational performance and
the visual results. Depending on its configuration, the system computes deformations
within 5-150 ms per frame on an Intel i5-8500 CPU. The results suggest that
the performance can be enhanced by using a more sophisticated solver method and
by utilizing the GPU. The visual results are promising, but suggest that properties
must be distributed thought an object in a non-uniform manner. This can generate
a more visually interesting result, as it mimics the existence of vehicle parts that
are varying in their structural rigidity.
Degree
Student essay
Collections
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Date
2021-03-09Author
Ille, Tom
Keywords
computer graphics
plastic deformation
position based deformation
Language
eng