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Event Entry

What and Who

Physically-Based Modeling for Interactive Applications

Markus Gross
ETH Zuerich
AG4 Group Meeting
AG 4  
AG Audience
English

Date, Time and Location

Tuesday, 2 May 2006
13:00
-- Not specified --
46.1 - MPII
019
Saarbrücken

Abstract

Contemporary computer games pose complex design challenges and require sophisticated software engineering,

numerical simulations, geometric modeling, 3D graphics, artistic design, and story telling. In the process of
making such games an ever more realistic experience, we observe scientific modeling and simulation methods
migrating into the realm of entertainment. However, while currently available computer games already feature
high standards regarding visual quality, interactivity and intuitive user interfaces, the visually plausible
modeling of the physics of the real world remains a major challenge. In this talk I will give an overview of
physically based modeling methods which will likely become part of future generation computer games. I will
discuss realtime collision, deformation, collision, fracture, flow, and other phenomena and I will outline their
potential for software and hardware acceleration.

Contact

Bodo Rosenhahn
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Bodo Rosenhahn, 04/25/2006 11:08
Bodo Rosenhahn, 02/16/2006 16:35 -- Created document.