Adam Herbst Period 1 Project Proposal: Solid-State Physical Simulation in Voxel Space The purpose of the project is to develop efficient yet accurate methods for simulating interactions between voxelated object models. This technique is meant to retain the simulation's realism while allowing it to run in real time on a standard personal computer, for use in physics-intensive games or other applications. There are different ways to implement individual voxels. The simplest, least memory-intensive, and most efficient way is to treat each voxel as a boolean entity, a small cubic region of space whose only attribute is whether or not it contains matter. However, this method compromises the accuracy of the description of space for efficiency. More accurate simulations might include information on the density and color of matter in each voxel, but calculations on these quantities would reduce program efficiency. The method of determining voxel interactions also affects accuracy and speed. A quick and easy way is to calculate a given voxel's interactions with only its 26 immediate neighbors, or those within a given radius; this assumes the effect of more remote voxels is negligible. Also, what attributes of a voxel should be affected in its reactions to external influences position only, or internal characteristics as well. Again, a middle ground must be found that optimizes program speed and accuracy. The intended scope of my research is the implementation of the simulation in as many of these different ways as possible, so that I can find the optimal simulation. There are already many programs consisting of countless algorithms for physical simulation in continuous space. The models in these simulations are usually constructed from polygonal faces that share vertices, thus creating a continuous surface. I propose to create a model in which space is divided into infinite identical cubes (voxels, or volume elements), each of which can either contain matter or be empty. Although I have found research on graphical rendering using voxel space, attempts to use it in physical modeling are rare. This project would combine the concept of voxel space and current methods and knowledge relating to physical modeling in the hope of improving upon simulation accuracy. I plan to use C++ for all code in my project, employing OpenGL for graphical display of the simulation. I will also need to find (online) or experimentally determine reasonable data for the voxel attributes of all models I build. Laws governing voxel interactions will depend on the size of each voxel and the formation of matter I assume to exist within it; optimizing these laws for accuracy and efficiency will be the core experimental section of the project. I will present the results by comparing the program efficiency to its physical accuracy (possibly a subjective measure, since a truly accurate simulation of this magnitude is intractable on a PC and therefore cannot be measured against mine) for each configuration of the physical system that I use. A working program should be possible within a few months, but I can spend the entire year developing new versions of it. These results will be helpful to future developers of applications that use simulation of macroscopic bodies in a realistic physical environment.