Softbody Physics Simulation in Game Engine (engineering type)
Computing
Speaker: Kun Qian
Date: 2020-07-20 Course duration: 6 weeks

I.  Programme Description


Background:

Softbody physics simulation technology is widely used in the game and film industries, such as cloth, hair, and character skin deformation in games. In large game and film companies, there are dedicated teams responsible for the development and optimization of the underlying physical modules. Because physical simulation technology, especially softbody simulation technology, involves complex mathematical and physical knowledge, it also requires the program to have a high real-time performance. 


II. Project Introduction


Start date:

Private Class for 3-5 students, the course will be started for 3 students within 2 months from the date of payment.

1v1 course is available any time

Duration: 5 weeks online class/tutorial + report writing

Teaching mode: Online

Language: Chinese and English


Achievements:

·   Certification and Personal Reference Letter Upon Request

·   A computer graphics, conference or journal paper in bioengineering related fields

·   Excellent students have the opportunity to apply for PhD or research assistant of the laboratory


Goal

Through the study of the course, students can deeply understand the principles and mechanism of the physics engine in the commercial game engine on the market (PhysX and Bullet as examples). The course begins from theory to practice, the course first analyzes the core theoretical knowledge of the commercial physics engine, and then through practical exercises, the students builds his own physics engine from scratch and optimizes its performance. Through this course, students can learn to the low-level core technology in game development. 

Schedule:


Week1

Basics of game physics simulation: Mainly explain the principles of PhysX and Bullet physics engines, and how to integrate them in Unity and Unreal.

 

Week2

Physical deformation theory foundation (based on papers): explain the theory of Position Based Dynamics (PBD), the core simulation technology in PhysX and Bullet.

 

Week3:

Based on Unity, build your own physical simulation framework: Based on the content of the previous two weeks, build a softbody simulation framework based on PBD from scratch.


Week4:

Implement real-time softbody deformation simulation: Based on the framework built last week, Implement the softbody simulation of cloth, hair and characters


Week5

Optimized the performance based on Unity's Compute Shader to


III. Supervisor

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Dr. Kun Qian 

PhD, Department of bioengineering,

King's college, University of London


Bio: 

Dr. Kun Qian, graduated from the National Center for Computer Animation (Bournemouth University, UK) in 2017, and then worked as research associate in the Department of Bioengineering at King's College London. He has 15 years of relevant experience in computer graphics, visualization, and physical simulation. Worked for top game companies such as Tencent, Giant as client programmer, game engine programmer and performance optimization. He won the first prize in the British Game Development Contest twice during his PhD. From his PhD stage, he focused on the research and development of graphics and computer vision technology in the field of digital medicine. The surgical training simulator and MRI compatible VR device developed by him have aroused widespread concern in the international community.


IV.Requirements


Students who intend to pursue further studies in the fields of bioengineering, computer, and robotics, and will engage in computer intervention surgery simulation and simulation in the future.


V. How to Apply


Interested students in China should contact the following person on how to apply to participate:

•   Pei (Patch) Huang : patch@behemon.com 


¥7000.00
Enrol
This course includes
6 weeks of quality courses