Real-Time Physics Simulation Method for XR Application Article Swipe
YOU?
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· 2025
· Open Access
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· DOI: https://doi.org/10.3390/computers14010017
Real-time physics simulations are vital for creating immersive and interactive experiences in extended reality (XR) applications. Balancing computational efficiency and simulation accuracy is challenging, especially in environments with multiple deformable objects that require complex interactions. In this study, we introduce a GPU-based parallel processing framework combined with a position-based dynamics (PBD) solver to tackle these challenges. The system is deployed within the Unity engine and enhances real-time performance through the use of sophisticated collision detection and response algorithms. Our method employs an AABB-based bounding volume hierarchy (BVH) structure to efficiently detect collisions, and incorporates the Möller–Trumbore algorithm for precise triangle-level interactions. We also boost computational efficiency by storing collision data in GPU-accessible 2D textures. Experimental assessments show performance improvements of up to 1705% in GPU simulations over CPU counterparts, achieving stable real-time frame rates for complex models such as the Stanford Bunny and Armadillo. Furthermore, utilizing 2D texture storage improves the FPS by up to 117%, confirming its efficacy for XR applications. This study offers a robust, scalable framework for real-time physics simulations, facilitating more natural and immersive XR experiences.
Related Topics
- Type
- article
- Language
- en
- Landing Page
- https://doi.org/10.3390/computers14010017
- https://www.mdpi.com/2073-431X/14/1/17/pdf?version=1736166407
- OA Status
- gold
- Cited By
- 1
- References
- 31
- Related Works
- 10
- OpenAlex ID
- https://openalex.org/W4406101675
Raw OpenAlex JSON
- OpenAlex ID
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https://openalex.org/W4406101675Canonical identifier for this work in OpenAlex
- DOI
-
https://doi.org/10.3390/computers14010017Digital Object Identifier
- Title
-
Real-Time Physics Simulation Method for XR ApplicationWork title
- Type
-
articleOpenAlex work type
- Language
-
enPrimary language
- Publication year
-
2025Year of publication
- Publication date
-
2025-01-06Full publication date if available
- Authors
-
Nak-Jun Sung, Jun Ma, Kunthroza Hor, Taeheon Kim, Hongly Va, Yoo-Joo Choi, Min HongList of authors in order
- Landing page
-
https://doi.org/10.3390/computers14010017Publisher landing page
- PDF URL
-
https://www.mdpi.com/2073-431X/14/1/17/pdf?version=1736166407Direct link to full text PDF
- Open access
-
YesWhether a free full text is available
- OA status
-
goldOpen access status per OpenAlex
- OA URL
-
https://www.mdpi.com/2073-431X/14/1/17/pdf?version=1736166407Direct OA link when available
- Concepts
-
Computer science, Scalability, Collision detection, Physics engine, Frame rate, Bounding overwatch, Bounding volume, CUDA, Computational science, Frame (networking), Computer graphics (images), Solver, Dynamical simulation, Real-time simulation, Collision, Simulation, Parallel computing, Artificial intelligence, Physics, Database, Programming language, Quantum mechanics, Telecommunications, Computer securityTop concepts (fields/topics) attached by OpenAlex
- Cited by
-
1Total citation count in OpenAlex
- Citations by year (recent)
-
2025: 1Per-year citation counts (last 5 years)
- References (count)
-
31Number of works referenced by this work
- Related works (count)
-
10Other works algorithmically related by OpenAlex
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