SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 90

John Peng Software Development « 3D Physics System Featuring Rigid Bodies with Iterative and Impulsive Model My thesis was about developing a physics Physics has been my passion since and integrating it into the personal engine. behavior resulting from interactions system with custom math infrastructure The goal was to understand how game physics work and to develop my own implementations on various algorithms. The subject ranged from particle physics impacts players most immediately as they start playing a game. Physics systems are the best tool to bring that level of reality into virtual scenes. to rigid body physics, from math tools This project took about six months, impulse, and from contact generation foundation I developed for a previous to visual debuggers, from force to to its resolution. It focused particularly on an iterative nature of physics models and also explored advanced topics including continuous collision detection and convexity problems with Quickhull, GJK, as well as Minkowski Difference. It also supports optimizations like BVH and compared its robustness and performance with the industrial PhysX 4.0. 90 undergrad. To me, the correct physics SOFTWARE DEVELOPMENT extended from a simple 2D physics Directed Focus Study.