Hello,
I am currently working on my diploma thesis, aiming to accelerate some sectors of the bullet physics library using
hardware(more specifically using an FPGA). I am focussing only on the computational part of the library and not actually
changing any of the graphic algorithms. I would like to know if there are any realistic scenarios-examples of
this library where you think that it might be usefull to implement such a modification to decrease the computational time.
Which do you think that might be some sectors/functions/algorithms in the library which in a realistic scenario would
take a long time to execute in software (but with the use of an FPGA their execution time could be significant better)?
At the moment i am working with a scene that has 8000 rigid bodies colliding but i dont know if this is realistic or not.How many Rigid Bodies does an actual scene(a gaming scene for example) has on average?
Bullet acceleration with FPGA
-
- Posts: 21
- Joined: Fri Aug 11, 2017 1:16 pm
Re: Bullet acceleration with FPGA
Simulation environments can use it. They often need as many frames per second as possible in order to accelerate the speed of the simulation, so scaling is important.