Chapter 11: Mechanics 1: Linear Kinematics & Calculus Ian Parberry University of North Texas Fletcher Dunn Valve Software 3D Math Primer for Graphics &

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Presentation transcript:

Chapter 11: Mechanics 1: Linear Kinematics & Calculus Ian Parberry University of North Texas Fletcher Dunn Valve Software 3D Math Primer for Graphics & Game Development

What You’ll See in This Chapter This chapter gives a taste of linear kinematics and calculus. It is divided into eight sections. Section 11.1 gives an overview of what we hope to achieve. Section 11.2 talks about basic quantities and units. Section 11.3 introduces average velocity. Section 11.4 looks at instantaneous velocity and the derivative. Section 11.5 is about acceleration. Section 11.6 discusses motion under constant acceleration. Section 11.7 looks at acceleration and the integral. Section 11.8 examines uniform circular motion. Chapter 11 Notes3D Math Primer for Graphics & Game Dev2

Word Cloud Chapter 11 Notes3D Math Primer for Graphics & Game Dev3

Section 11.1: Overview Chapter 11 Notes3D Math Primer for Graphics & Game Dev4

A Modest Proposal After reading this chapter, you should know: The basic idea of what a derivative measures and what it is used for. The basic idea of what an integral measures and what it is used for. Derivatives and integrals of trivial expressions containing polynomials and trig functions. Chapter 11 Notes3D Math Primer for Graphics & Game Dev5

How Much Calculus is Needed? 1.I know absolutely nothing about derivatives or integrals. 2.I know the basic idea of derivatives or integrals, but probably couldn't solve any freshman calculus problems with a pencil and paper. 3.I have studied some calculus. Level 2 knowledge of calculus is sufficient for this book, and our goal is to move everybody who is currently in category 1 into category 2. If you're in category 3, our calculus discussions will be a (hopefully entertaining) review. We have no delusions that we can move anyone into category 3 who is not already there. Chapter 11 Notes3D Math Primer for Graphics & Game Dev6

Doublethink About Discreteness & Continuity There is strong evidence that the Universe (the real one) is discrete in both time and space. Continuous approximation of the Universe is a harmless but useful delusion. It is useful because continuous mathematics is, in general, easier than discrete mathematics. Computers do discrete math, so we will be using a discrete approximation of a continuous approximation of the discrete Universe. However, we can do as we damn well please in our virtual worlds provided they are real enough to trigger willing suspension of disbelief long enough to play a game. Chapter 11 Notes3D Math Primer for Graphics & Game Dev7

Classical Mechanics We are going to study classical mechanics, also known as Newtonian mechanics, which has several simplifying assumptions that are incorrect in general but true in everyday life in most ways that really matter to us: Time is absolute Space is Euclidian Precise measurements are possible The universe exhibits causality and complete predictability The first two are shattered by relativity, the second two by quantum mechanics. Thankfully, these two subjects are not necessary for video games. Chapter 11 Notes3D Math Primer for Graphics & Game Dev8

Particles and Dimensions We aim, in this chapter, to do the math to get equations that predict the position, velocity, and acceleration of a particle at any given time t. Because we are treating our objects as particles, we will not consider their orientation or rotational effects until Chapter 12. When rotation is ignored, all of the ideas of linear kinematics extend into 3D in a straightforward way, and so for now we will be limiting ourselves to 2D (and 1D). Chapter 11 Notes3D Math Primer for Graphics & Game Dev9

Section 11.2: Basic Quantities and Units Chapter 11 Notes3D Math Primer for Graphics & Game Dev10

Length, Time, and Mass Mechanics is concerned with the relationship among three fundamental quantities in nature: length, time, and mass. Length is a quantity you are no doubt familiar with. We measure length using units like centimeters, inches, meters, and feet. Time is another quantity we are very comfortable with measuring. We measure time using units like second, minute, and hour. The quantity mass is not quite as intuitive as length and time. The measurement of an object's mass is often thought of as measuring the “amount of stuff” in the object. This is not a bad definition, but it’s not quite right. Chapter 11 Notes3D Math Primer for Graphics & Game Dev11

Mass and Weight Mass is often confused with weight, especially since the units used to measure mass are also used to measure weight: the gram, pound, kilogram, ton, etc. The mass of an object is an intrinsic property, while its weight is a local phenomenon that depends on the strength of the gravitational pull exerted by a nearby massive object. Your mass will be the same whether you are in Chicago, or on the moon, or near Jupiter, or light years away from the nearest heavenly body, but in each case your weight will be very different. In this book and in most video games our concerns are confined to a relatively small patch on a flat Earth, and we will approximate gravity by a constant downward pull. It won't be too harmful to confuse mass and weight because gravity for us will be a constant. Chapter 11 Notes3D Math Primer for Graphics & Game Dev12

Chapter 11 Notes3D Math Primer for Graphics & Game Dev13

Section 11.3: Average Velocity Chapter 11 Notes3D Math Primer for Graphics & Game Dev14

Story of the Tortoise & the Hare (Math Version) Once upon a time there was a tortoise and a hare. The average velocity of the tortoise is greater than the average velocity of the hare. The End. Chapter 11 Notes3D Math Primer for Graphics & Game Dev15

The Tortoise and the Hare The gun goes off at time t 0. The hare sprints ahead to time t 1, then slows. At time t 2 a distraction passes by in the opposite direction. The hare turns around and walks with her. At time t 3 he gives up on her and begins to pace back and forth along the track dejectedly until time t 4, when he takes a nap. Meanwhile the tortoise has been making slow and steady progress, and at time t 5 he catches up with the sleeping hare. The tortoise plods along and crosses the tape at t 6. The hare wakes up at time t 7 and hurries in a frenzy to the finish. At time t 8 the hare crosses the finish line. Chapter 11 Notes3D Math Primer for Graphics & Game Dev16

Chapter 11 Notes3D Math Primer for Graphics & Game Dev17

Average Velocity Chapter 11 Notes3D Math Primer for Graphics & Game Dev18

Example Chapter 11 Notes3D Math Primer for Graphics & Game Dev19

Sign of Average Velocity Chapter 11 Notes3D Math Primer for Graphics & Game Dev20

Section 11.4: Instantaneous Velocity & the Derivative Chapter 11 Notes3D Math Primer for Graphics & Game Dev21

What is Instantaneous Velocity? Chapter 11 Notes3D Math Primer for Graphics & Game Dev22

An Easy Case Instantaneous velocity is easy when velocity is a constant for a nonzero period of time. The velocity graph will be a straight line. The hard part is when velocity is changing. The velocity graph will not be a straight line. Chapter 11 Notes3D Math Primer for Graphics & Game Dev23

Sir Isaac Newton to the Rescue Chapter 11 Notes3D Math Primer for Graphics & Game Dev24 Image: Wikimedia Commons

Here We Go Chapter 11 Notes3D Math Primer for Graphics & Game Dev25

Chapter 11 Notes3D Math Primer for Graphics & Game Dev26

Limits Chapter 11 Notes3D Math Primer for Graphics & Game Dev27

Calculus Hopefully you’ve taken Freshman Calculus. If not, there’s a summary in the book (Sections to ) : Examples of Derivatives : Calculating Derivatives from the Definition : Notation : A Few Rules and Shortcuts : Derivatives with Taylor Series : The Chain Rule Chapter 11 Notes3D Math Primer for Graphics & Game Dev28

Section 11.5: Acceleration Chapter 11 Notes3D Math Primer for Graphics & Game Dev29

What is Acceleration? Acceleration is rate of change of velocity. Acceleration is a vector. For example, the acceleration due to gravity is about 32 ft/s 2, equivalently 9.8 m/s 2 downwards. The velocity at an arbitrary time t of an object under constant acceleration a is given by the simple linear formula v(t) = v 0 + at, where v 0 is the initial velocity at time t = 0. Chapter 11 Notes3D Math Primer for Graphics & Game Dev30

Chapter 11 Notes3D Math Primer for Graphics & Game Dev31

Observations Chapter 11 Notes3D Math Primer for Graphics & Game Dev32

More Observations A discontinuity in the velocity function causes a kink in the position graph. Furthermore, it causes the acceleration to become infinite (actually, undefined). Such discontinuities don't happen in the real world. This is why the lines in the velocity graph are connected at those discontinuities, because the graph is of a physical situation being approximated by a mathematical model. A discontinuity in the acceleration graph causes a kink in the velocity graph, but notice that the position graph is still smooth. In fact, acceleration can change instantaneously, and for this reason we have chosen not to bridge the discontinuities in the acceleration graph. Chapter 11 Notes3D Math Primer for Graphics & Game Dev33

Section 11.6: Motion Under Constant Acceleration Chapter 11 Notes3D Math Primer for Graphics & Game Dev34

Motion Under Zero Acceleration Position under zero acceleration is given by x(t) = x 0 + vt, where x 0 is the initial position at time t = 0, and v is the constant velocity. This is also the parametric definition of a ray. Chapter 11 Notes3D Math Primer for Graphics & Game Dev35

Projectile Motion Projectile motion is acceleration under gravity. For simplicity, we ignore wind resistance. Out goal is a function x(t) for the position of a projectile at time t. It’s confusing, but we’re going to use x for vertical distance here. Chapter 11 Notes3D Math Primer for Graphics & Game Dev36

Numerical Approximation Chapter 11 Notes3D Math Primer for Graphics & Game Dev37

Numerical Approximation 2 Chapter 11 Notes3D Math Primer for Graphics & Game Dev38

Convergence The approximations get better as the number of time slices increase. We say that it converges to the correct value. Acceleration is the area under the velocity graph. We get a better approximation as the number of slices increases. Chapter 11 Notes3D Math Primer for Graphics & Game Dev39

Area Under the Velocity Graph Chapter 11 Notes3D Math Primer for Graphics & Game Dev40

Example Question: How far will an object thrown downwards from the top of a tall building at 5 ft/sec travel in 2.4 seconds? Answer: The area under v(t) from t=0 to t=2.4. Chapter 11 Notes3D Math Primer for Graphics & Game Dev41

Remember This Formula Chapter 11 Notes3D Math Primer for Graphics & Game Dev42

So the Answer Is… Chapter 11 Notes3D Math Primer for Graphics & Game Dev43

Section 11.7: The Integral Chapter 11 Notes3D Math Primer for Graphics & Game Dev44

Section 11.8: Uniform Circular Motion Chapter 11 Notes3D Math Primer for Graphics & Game Dev45

That concludes Chapter 11. Next, Chapter 12: Mechanics 2: Linear & Rotational Dynamics Chapter 11 Notes3D Math Primer for Graphics & Game Dev46