Skip to main content

WebPhysics: A Parallel Rigid Body Simulation Framework for Web Applications

  • Conference paper
  • First Online:
Advances in Visual Computing (ISVC 2015)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 9475))

Included in the following conference series:

  • 1889 Accesses

Abstract

Due to the ubiquity of web browser engines and the advent of modern web standards (like HTML5), software industry tends to use web application as an alternative to traditional native application. Web app development commonly uses script language (like JavaScript, CSS), the low performance language which significantly hinders real-time execution of physics simulation. We design a new framework to achieve real-time physics simulation engine. The key novelty lies at: we choose native implementation for computing intensive functions in physics simulation, and bind native implementation with JavaScript APIs, then we only expose JavaScript APIs through web browser engine to developers but still calling native implementation. Based on this model, we build WebPhysics: the first 2D simulation engine targeting on real-time web applications, which is seamlessly compatible to both de-facto standard simulation engine (Box2D) and browser engine (Webkit). We also explore and implement a parallel rigid body simulation (Box2DOCL) in the context of web app framework to obtain further performance improvement. Our experiments show significant performance improvement in simulation time.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Bender, J., Erleben, K., Trinkle, J.: Interactive simulation of rigid body dynamics in computer graphics. Comput. Graph. Forum 33, 246–270 (2014)

    Article  Google Scholar 

  2. Tasora, A., Negrut, D., Anitescu, M.: A GPU-based implementation of a cone convex complementarity approach for simulating rigid body dynamics with frictional contact. In: ASME 2008 International Mechanical Engineering Congress and Exposition, pp. 107–118 (2008)

    Google Scholar 

  3. Harada, T.: Parallelizing the physics pipeline: physics simulations on the GPU. In: Game Developers Conference (2009)

    Google Scholar 

  4. Harada, T.: A parallel constraint solver for a rigid body simulation. In: SIGGRAPH Asia 2011 Sketches, pp. 22:1–22:2. ACM (2011)

    Google Scholar 

  5. Tonge, R., Benevolenski, F., Voroshilov, A.: Mass splitting for jitter- free parallel rigid body simulation. ACM Trans. Graph. 31, 105:1–105:8 (2012)

    Article  Google Scholar 

  6. Box2D: A 2d physics engine for games. http://box2d.org

  7. Box2DWeb: Box2d port to javascript. http://code.google.com/p/box2dweb/

  8. Jones, C., Liu, R., Meyerovich, L., Asanovic, K., Bodik, R.: Parallelizing the web browser. In: USENIX HotPar, First NSENIX Workshop on Hot Topics on Parallelism, USENIX, pp. 124–125 (2009)

    Google Scholar 

  9. Tsuda, J.: Practical rigid body physics for games. In: ACM SIGGRAPH ASIA 2009 Courses. SIGGRAPH ASIA 2009, pp. 14:1–14:83 (2009)

    Google Scholar 

  10. Coumans, E.: Accelerating game physics. In: Game Developer Conference (2013)

    Google Scholar 

  11. Liu, F., Harada, T., Lee, Y., Kim, Y.J.: Real-time collision culling of a million bodies on graphics processing units. ACM Trans. Graph. 29, 154:1–154:8 (2010)

    Google Scholar 

  12. Kipfer, P., Westermann, R.: Improved GPU sorting. In: GPU Gems 2. Addison-Wesley (2005)

    Google Scholar 

  13. Gottschalk, S.: Separating axis theorem. Technical report TR96-024, Department of Computer Science, UNC Chapel Hill (1996)

    Google Scholar 

  14. Harris, M., Sengupta, S., Owens, J.: Parallel prefix sum (scan) with CUDA. In: GPU Gems 3. Addison-Wesley (2007)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Robert (Bo) Li .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Li, R.(., Brutch, T., Rong, G., Shen, Y., Shu, C. (2015). WebPhysics: A Parallel Rigid Body Simulation Framework for Web Applications. In: Bebis, G., et al. Advances in Visual Computing. ISVC 2015. Lecture Notes in Computer Science(), vol 9475. Springer, Cham. https://doi.org/10.1007/978-3-319-27863-6_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-27863-6_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-27862-9

  • Online ISBN: 978-3-319-27863-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics