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Particle Systems Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University.

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Presentation on theme: "Particle Systems Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University."— Presentation transcript:

1 Particle Systems Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New Mexico

2 2 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Introduction Most important of procedural methods Used to model ­Natural phenomena Clouds Terrain Plants ­Crowd Scenes ­Real physical processes

3 3 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Newtonian Particle Particle system is a set of particles Each particle is an ideal point mass Six degrees of freedom ­Position ­Velocity Each particle obeys Newtons’ law f = ma

4 4 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Particle Equations p i = (x i, y i z i ) v i = dp i /dt = p i ‘ = (dx i /dt, dy i /dt, z i /dt) m v i ‘ = f i Hard part is defining force vector

5 5 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Force Vector Independent Particles ­Gravity ­Wind forces ­O(n) calulation Coupled Particles O(n) ­Meshes ­Spring-Mass Systems Coupled Particles O(n 2 ) ­Attractive and repulsive forces

6 6 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Solution of Particle Systems float time, delta state[6n], force[3n]; state = initial_state(); for(time = t0; time<final_time, time+=delta) { force = force_function(state, time); state = ode(force, state, time, delta); render(state, time) }

7 7 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Simple Forces Consider force on particle i f i = f i (p i, v i ) Gravity f i = g g i = (0, -g, 0) Wind forces Drag p i (t 0 ), v i (t 0 )

8 8 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Meshes Connect each particle to its closest neighbors ­O(n) force calculation Use spring-mass system

9 9 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Spring Forces Assume each particle has unit mass and is connected to its neighbor(s) by a spring Hooke’s law: force proportional to distance (d = ||p – q||) between the points

10 10 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Hooke’s Law Let s be the distance when there is no force f = -k s (|d| - s) d/|d| k s is the spring constant d/|d| is a unit vector pointed from p to q Each interior point in mesh has four forces applied to it

11 11 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Spring Damping A pure spring-mass will oscillate forever Must add a damping term f = -(k s (|d| - s) + k d d·d/|d|)d/|d| Must project velocity ·

12 12 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Attraction and Repulsion Inverse square law f = -k r d/|d| 3 General case requires O(n 2 ) calculation In most problems, the drop off is such that not many particles contribute to the forces on any given particle Sorting problem: is it O(n log n)?

13 13 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Boxes Spatial subdivision technique Divide space into boxes Particle can only interact with particles in its box or the neighboring boxes Must update which box a particle belongs to after each time step

14 14 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Linked Lists Each particle maintains a linked list of its neighbors Update data structure at each time step Must amortize cost of building the data structures initially

15 15 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Particle Field Calculations Consider simple gravity We don’t compute forces due to sun, moon, and other large bodies Rather we use the gravitational field Usually we can group particles into equivalent point masses

16 16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Solution of ODEs Particle system has 6n ordinary differential equations Write set as du/dt = g(u,t) Solve by approximations using Taylor’s Thm

17 17 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Euler’s Method u(t + h) ≈ u(t) + h du/dt = u(t) + hg(u, t) Per step error is O(h 2 ) Require one force evaluation per time step Problem is numerical instability depends on step size

18 18 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Improved Euler u(t + h) ≈ u(t) + h/2(g(u, t) + g(u, t+h)) Per step error is O(h 3 ) Also allows for larger step sizes But requires two function evaluations per step Also known as Runge-Kutta method of order 2

19 19 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Contraints Easy in computer graphics to ignore physical reality Surfaces are virtual Must detect collisions separately if we want exact solution Can approximate with repulsive forces

20 20 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Collisions Once we detect a collision, we can calculate new path Use coefficient of resititution Reflect vertical component May have to use partial time step

21 21 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Contact Forces


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