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CS-378: Game Technology. Lecture #15: Physically Based Simulation Prof. Okan Arikan University of Texas, Austin Thanks to James O’Brien, Steve Chenney, Zoran Popovic, Jessica Hodgins V2005-08-1.1. Spring Mass Systems. Masses connected by springs Can be used to model Deformable objects
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CS-378: Game Technology • Lecture #15: Physically Based Simulation • Prof. Okan Arikan • University of Texas, Austin • Thanks to James O’Brien, Steve Chenney, Zoran Popovic, Jessica Hodgins • V2005-08-1.1
Spring Mass Systems • Masses connected by springs • Can be used to model • Deformable objects • Cloth • Hair • Rigid bodies ? Hitman
Spring Mass Systems • Concrete example • The state • Position, velocity • The forces • Gravity, springs • The integration
Spring Mass Systems • Problems … ? Tekken 5
Collisions • Detecting collisions • Broad phase • Find out intersecting bounding boxes • Sweep & prune • Narrow phase • Find out whether actual collision exists • Vertex/face, edge/face intersection tests
Collision Response • Push the colliding masses away
Collision Response • Push the colliding masses away • Manually project the mass onto the surface • How can we handle friction ?
Collision Response • Push the colliding masses away • Apply a force proportional to the penetration depth • How can we handle friction ? F
Rigid Bodies • Springs are not very good for rigid bodies • Why not ? • Abstract as meshes that don’t deform • Degrees of freedom ? COM
Rigid Bodies • Springs are not very good for rigid bodies • Why not ? • Abstract as meshes that don’t deform • Degrees of freedom ? COM
COM Rigid Bodies • Springs are not very good for rigid bodies • Why not ? • Abstract as meshes that don’t deform • Degrees of freedom ?