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Explore physics simulations in animation, including rigid body dynamics, particle systems, and cloth simulations. Learn about forces, motion equations, collision detection, and response algorithms. Implement advanced techniques like constrained dynamics and energy minimization for realistic animations.
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Computer AnimationAlgorithms and Techniques Physically Based Animation
a a f v’ v vave Physics Review force, mass, acceleration, velocity, position m
Physics Review: Momentum conservation of momentum (mv)
Physics Review: Linear v. angular Linear postion velocity acceleration mass force momentum Angular rotation rotational velocity rotational acceleration moment of inertia torque angular momentum
Spring-mass-damper system Topological springs: each edge of object Cross springs: keep stable Angular springs: maintain angle Virtual springs (‘soft’ constraints) Proportional derivative controllers (PDCs)
Useful in modeling: Flexible objects Cloth, flags, clothes Enforcing ‘soft’ constraints while reacting to outside forces, try to maintain a distance or keep in contact
Particle systems http://www.vecpix.com/tutorials/3dstudio/sm003.php
Particle systems Lots of small particles - local rules of behavior Create ‘emergent’ element Particles: Do not collision with other particles Don’t cast shadows on other particles Might cast shadows on environment Do not reflect light - usually emit it
Particle system implementation add new particles assign attributes to particles deallocate any dead particles animate existing particles, modify attributes render particles
Particle systems http://www.videotutorialsrock.com/opengl_tutorial/particle_system/home.php
Particle systems http://www.cs.sun.ac.za/~lvzijl/courses/rw778/grafika/OpenGLtuts/Big/graphicsnotes018.html
Rigid body simulation Bodies in free fall and under collisions Orientation and rotational movement Collision detection & impulse force of collision Collision response Numerical approximation Equations of motion Center of mass & Mass distribution Forces & torques Momentum & Inertia Tensor
Step size explicit Euler integration dx = 0.2 dx = 5.0
Step size explicit Euler integration dx = 2.0 midpoint method dx = 2.0
Rotational velocity identical rotational velocity a) on-axis b) off-axis also has (instantaneous) linear velocity
Collision detection Particle-plane collision Testing polyhedra Collision response kinematic response penalty method Impulse force of collision Constant contact Friction Resting Contact Handling contact
Constrained dynamics Forces applied to linked appendages external forces forces applied at joints Forward dynamics apply (linear or rotational) force at joints propagate force (and reaction to it) throughout linkage Inverse dynamics from desired motion, determine joint forces
Reaction to external force component reacts to force applied force from component outward, re-establish distance constraints
Dynamics of Linked Hierarchies Constrained dynamics The Featherstone equations propagate forces along linkages
Forward dynamics Torque at ui
Cloth http://cg.in.tu-clausthal.de/publications.shtml From flags to curtains to clothes Flexible, thin material Self collisions as well as collisions with environment
Cloth High-level: model folds directly catenary curve between support points Low-level: thin sheet of geometry collision detection & response Lower-level: model internal structure warp and weft threads
Cloth - model physics Sheet of geometric elements (triangles) mass-spring-damper system finite element method Collision detection and response Method of numerical integration: accuracy v. efficiency Super-elasticity: how ‘stretchy’
Cloth Baraff, D. and Witkin, A. 1998. Large steps in cloth simulation. In Proceedings of the 25th Annual Conference on Computer Graphics and interactive Techniques SIGGRAPH '98. ACM, New York, NY, 43-54.
Cloth Huamin Wang, Ravi Ramamoorthi, James O'Brien Data-Driven Elastic Models for Cloth: Modeling and Measurement SIGGRAPH 2011
Enforcing Soft and Hard Constraints Energy minimization Space-time constraints