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Geometry Group
Members
Projects
Lehre
Seminare
Images,
Videos, and Games
Virtual
Math Labs
Software
Contact
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People
| Former members: | Peter Brinkmann | Charles Gunn | Tim Hoffmann | Nick Schmitt | Markus Schmies |
Research
Real-time physics simulations are becoming increasingly important in the entertainment industry: Computer games already make extensive use of rigid-body simulations
and have started to include elasticly deformable bodies. Fluid simulations, however,
have so far been limited to a 2D reduction (shallow water waves) of the Navier-Stokes
equations. Sound effects are rarely computed in real time but instead are typically realized by playing back pre-recorded samples. In the future, as other aspects of games
become more realistic, demand will increase for real-time physics simulations.
Physics simulation is also heavily used in the production of animations for feature
films. Here, of course, the final rendering can be done more elaborately, with CPU-
intensive simulations off-line. But the initial design phase is much more cost-effective
if it utilizes the possibility of real-time simulations.
A third area with great potential is scientific visualization, where adding realistic
physics can greatly enhance the immersive quality of virtual reality environments.
All of these applications depend crucially on the availabilty of suitable mathematical
algorithms. The requirements for these algorithms are substantially different from
those common in numerical analysis. There is a fixed time budget (about 10 ms) for
each time step. Furthermore, due to unpredictable user interactions the algorithms
have to be extremely robust. Accuracy is less important than usual, but still, the
qualitative behaviour of the objects should be in accordance with physics. For example, conservation laws should be respected and one should not achieve robustness
merely by introducing an unnatural amount of damping.
These requirements make this area ideal for applications of the paradigm of Discrete
Differential Geometry: Discretizations coming from a discrete theory that incorporates the structure of the smooth theory (instead of merely trying to approximate
the solutions) quite often capture to a large extent the qualitative features of the
continuous models even with very coarse discretizations and large time steps.
Facilities and Software
The PORTAL is a
three wall CAVETM like virtual reality theater at the
institute for mathematics, TU Berlin. It allows mathematicians and
other scientists to investigate complicated structures in a way
that is vastly superior to the flat screens of a workstation.
The PORTAL is mostly driven by jReality, but there are also applications using Amira as well as Syzygy -- a toolkit for virtual reality on pc clusters.
The PORTAL consists of three back projection screens and a magnetic motion tracking system. Each screen is driven by two projectors for stereo viewing. The motion tracking system tracks the position of the head plus an extra input device (wand or game pad).
jReality is a Java class library for interactive 3D visualization on a wide variety of platforms. It supports a variety of output forms: software-only rendering, OpenGL rendering, immersive virtual reality (as in CAVEs) rendering; as well as file formats like Pixar's RenderMan® and SVG.
Recent Publications
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