The slides for Erwin Coumans’ Game Developers Conference Physics Tutorial on parallel SPU physics are available for download and on-line here: http://www.bulletphysics.com/Bullet/wordpress/uncategorized/gdc-2008-physics-tutorial-on-parallel-game-physics-for-spu They cover parallelizing a typical collision detection and rigid body dynamics pipeline and provide links for further reading. Thanks for Erwin for the link.
Phun is an educational, entertaining and somewhat addictive piece of software for designing and exploring 2D multi-physics simulations in a cartoony fashion. Phun
We perform a detailed flop and bandwidth analysis of Jos Stam’s Stable Fluids algorithm on the CPU, GPU, and Cell. In all three cases, we find that the algorithm is bandwidth bound, with the cores sitting idle up to 96% of the time. Knowing this, we propose two modifications to accelerate the algorithm. First, a [...]
We present a new approach to accelerate collision detection for deformable models. Our formulation applies to all triangulated models and significantly reduces the number of elementary tests between features of the mesh, i.e., vertices, edges and faces. We introduce the notion of Representative-Triangles, standard geometric triangles augmented with mesh feature information and use this representation [...]