Unity Animation and Physics Implementation
PKU CGI Labs, implement DQS, fluid simulation, etc.
In PKU Computer Generated Imagery course taught by Prof. Liu Libin, I implemented many algorithms on animation and physics simulation in Unity. In traditional graphics courses, rendering is covered most while other graphics topics are just quickly skimmed. By contrast, this course concentrated on animation and physics simulation, which was a really good supplementary and broadened my horizons. I learnt a lot in the course and trials, and I extend my sincere gratitude to Prof. Liu Libin.
The sub-projects are as follows (some were not recorded at that time), all run on GTX 1650:
These results are implemented as follows:
- Cloth: by Mass-Spring system.
- Elastic body: by Finite Element Method (FEM).
- Fluid: by Smoothed-Particle Hydrodynamics (SPH). The container bottom uses a high punishment to particles (i.e. when particles try to go out of container boundary, a large opposite force will be applied) to mimic boiling water.
For PKU student: It seems that Prof. Liu Libin doesn’t offer this course anymore, and I feel that it’s really a pity. However, he has new courses and I believe they’re worth a try!