Virtual Reality II - Interactive Simulation
Umeå universitet


This course is a collaboration between VRlab and the Department of Computing Science and the Physics Department.

The philosophy and pedagogy of the course is to introduce and apply rather advanced mathematical methods in various topics of interactive and visual simulation, such that students are motivated by the relevant and often exciting results of these simulations. Thus, the pedagogy is partly based on constructionism, i.e. the students constructs new knowledge and skills not only mentally but through practical construction.

Students are encouraged to produce visual and responsive simulations with a certain degree of artistry involved.

In addition to the scientific aspects and traditional engineering relevance of the course, it prepares the student for advanced topics in the following fields of industry:

  • Virtual Reality and Simulators, e.g. vehicle simulators, medical training simulator, location based entertainment
  • Motion picture special effects and advanced animation
  • Computer games

The book "Game Physics" by David Eberly is used in parts as literature, and in addition we go further into several method areas as well as several application areas.

Method extensions include:

  • Particle methods with interaction, in particular mesh-free methods such as the Smoothed Particle Hydrodynamics method
  • Fluid dynamics
  • Space-time constraints and optimization
  • Multi-physics
  • System design and aspects of integration of physics and computer graphics
  • Some tricks of the trade of simulations, such as local vs. global stability, precision, optimization, determinism, plausibility, granularity, complexity, scalability, sanity constraints.

Application areas will include:

  • Bio-mechanics, advanced animation, simulation, control and visualization of synthetic humans
  • Vehicle dynamics
  • Interactive simulation of complex materials, e.g. fluids and soft matter, cloth and fur.
  • Some current topics in computer graphics and interactive techniques
  • Haptics
About the book:

 Other relevant books:

  • To be announced
Additional reading
  • Papers to be announced
Available libraries, tools and data
  • To be announced

Lab projects for lab groups
  • Develop your own particle-simulation library
  • Develop a simple rigid-body simulation library (limited to some special cases)

Proposed projects:
  • Space-time constraints for fluids or rigid bodies
  • Control and simulation of synethetic humans
  • Smoothed particle hydrodynamics for simulation of fluids
  • "Stable fluids"


 For further information contact: Kenneth Holmlund

 
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Umeå universitet
VRlab
 
   
 
 

VRlab
Umeå universitet
2004-10-05
Kenneth Holmlund