Squeezing the most out of your physics engine

Sheldon Andrews - École de technologie supérieure

March 15, 2024, 2:30 p.m. - March 15, 2024, 3:30 p.m.

MD 276

Hosted by: Paul Kry


The physics engine is a key component of many interactive computer graphics and VR applications. However, achieving real-time framerates means that developers are often faced with technical choices that necessitate compromises in complexity, performance or robustness. Join me as I present our recent work that addresses the needs of real-time applications requiring efficient and stable physics simulations. Additionally, I will dive into some of the techniques we have developed to enrich rigid body physics simulations with novel phenomena, but without sacrificing computational efficiency or fidelity. The talk will conclude with a sneak peek at some late breaking results and future research directions.

 

Sheldon Andrews is a professor at the École de technologie supérieure (Université du Québec) in Montreal, Canada and a Visiting Research Scientist at Roblox Research. He received his Ph.D. in Computer Science in 2015 from McGill University, and later was a postdoctoral researcher at Disney Research (2014-2015) and CM Labs Simulations (2016). His research interests include physics-based animation, 3D character animation, motion capture, measurement-based modeling for virtual environments, and applied machine learning for computer animation.