1cs533d-term1-2005 Notes  For using Pixie (the renderer) make sure you type “use pixie” first  Assignment 1 questions?

Slides:



Advertisements
Similar presentations
AP Physics C Mechanics Review.
Advertisements

Lesson 1 Gravity and Friction Lesson 2 Newton’s First Law
Lesson 1 Gravity and Friction Lesson 2 Newton’s First Law
Motion - a change in position of an object, caused by an object Force – a push or a pull, caused by another object Force Can – Start Motion Stop Motion.
Lesson 1 Gravity and Friction Lesson 2 Newton’s First Law
1cs533d-winter-2005 Notes  Assignment 1 is not out yet :-)  courses/533d-winter-2005.
1cs533d-term Notes  No lecture Thursday (apologies)
Integration Techniques
Chapter 2 Mechanical Equilibrium
Blender Particle Fluids. Blender Particle Fluids integrate into the existent powerful Blender particle system a fluid simulation tool that allows a wide.
1cs533d-winter-2005 Notes  Please read O'Brien and Hodgins, "Graphical modeling and animation of brittle fracture", SIGGRAPH '99 O'Brien, Bargteil and.
1cs533d-term Notes  Braino in this lecture’s notes about last lectures bending energy…
1cs542g-term Notes. 2 Solving Nonlinear Systems  Most thoroughly explored in the context of optimization  For systems arising in implicit time.
1Notes. 2Heightfields  Especially good for terrain - just need a 2d array of heights (maybe stored as an image)  Displacement map from a plane  Split.
1cs542g-term Notes  Final exam: December 10, 10am-1pm X736 (CS Boardroom)  Another extra class this Friday 1-2pm.
1Notes. 2 Building implicit surfaces  Simplest examples: a plane, a sphere  Can do unions and intersections with min and max  This works great for.
1cs533d-winter-2005 Notes. 2 Numerical Implementation 1  Get candidate x(t+∆t)  Check to see if x(t+∆t) is inside object (interference)  If so Get.
1Notes  Handing assignment 0 back (at the front of the room)  Read the newsgroup!  Planning to put 16mm films on the web soon (possibly tomorrow)
More Accurate Pressure Solves. Solid Boundaries  Voxelized version works great if solids aligned with grid  If not: though the error in geometry is.
1Notes. 2 Triangle intersection  Many, many ways to do this  Most robust (and one of the fastest) is to do it based on determinants  For vectors a,b,c.
1Notes  Textbook: matchmove 6.7.2, B.9. 2 Match Move  For combining CG effects with real footage, need to match synthetic camera to real camera: “matchmove”
1Notes  Text:  Motion Blur A.3  Particle systems 4.5 (and 4.4.1, 6.6.2…)  Implicit Surfaces  Classic particle system papers  W. Reeves, “Particle.
1Notes  Reference  Witkin and Baraff, “Physically Based Modelling” course, SIGGRAPH 2001  Link on the course website.
MAT 594CM S10Fundamentals of Spatial ComputingAngus Forbes Week 2 : Dynamics & Numerical Methods Goal : To write a simple physics simulation Topics: Intro.
Conservation of Momentum
1cs533d-winter-2005 Notes  More optional reading on web for collision detection.
1cs533d-winter-2005 Notes  Assignment 2 going okay? Make sure you understand what needs to be done before the weekend  Read Guendelman et al, “Nonconvex.
1cs426-winter-2008 Notes  Course project: Will be due at the end of the term You can do it in pairs Create an animation that combines an algorithm for.
1cs533d-winter-2005 Notes  More reading on web site Baraff & Witkin’s classic cloth paper Grinspun et al. on bending Optional: Teran et al. on FVM in.
1cs533d-term Notes  list Even if you’re just auditing!
1cs533d-winter-2005 Notes  Finish up time integration methods today  Assignment 1 is mostly out Later today will make it compile etc.
Particle Systems CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2004.
1cs533d-term Notes  Typo in test.rib --- fixed on the web now (PointsPolygon --> PointsPolygons)
1cs426-winter-2008 Notes  Sorry about missed classes  Assignment 2: matchmove and particles  Final project.
Motion Along a Straight Line
Kinds of Forces Lecturer: Professor Stephen T. Thornton
1cs533d-winter-2005 Notes  Assignment 2 instability - don’t worry about it right now  Please read D. Baraff, “Fast contact force computation for nonpenetrating.
1Notes. 2 Time integration for particles  Back to the ODE problem, either  Accuracy, stability, and ease-of- implementation are main issues  Obviously.
1cs426-winter-2008 Notes. 2 Velocity fields  Velocity field could be a combination of pre-designed velocity elements E.g. explosions, vortices, …  Or.
Simple Harmonic Motion
Newton’s Laws Examples Physics 6A Prepared by Vince Zaccone For Campus Learning Assistance Services at UCSB.
Erin Catto Blizzard Entertainment Numerical Integration.
Newton’s 1 st Law. Newton’s First Law of Motion Objects in motion will to stay in motion, objects at rest will stay at rest unless they are acted upon.
Free-body Diagrams To help us understand why something moves as it does (or why it remains at rest) it is helpful to draw a free-body diagram. The free-body.
Forces Introduction Intersections smart car crash stopping distance
Mechanics Topic 2.2 Forces and Dynamics. Forces and Free-body Diagrams To a physicist a force is recognised by the effect or effects that it produces.
Large Steps in Cloth Simulation - SIGGRAPH 98 박 강 수박 강 수.
Chapter 4 Dynamics: Newton’s Laws of Motion
 d.s. wu 1 Penalty Methods for Contact Resolution interactive contact resolution that usually works pi david s wu.
A push or a pull on an object is called a force.
Advanced Computer Graphics Rigid Body Simulation Spring 2002 Professor Brogan.
Chapter 12 VibrationsandWaves. Chapter 12 Objectives Hooke’s Law Hooke’s Law Simple Harmonic Motion Simple Harmonic Motion Elastic Potential Energy Elastic.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Physics for Games Spring 2012.
1cs426-winter-2008 Notes  Will add references to splines on web page.
Particle Systems. Applications Particle systems are broadly defined for: Explosion Cloth Fluid And more… It is integrated into many animation software,
Chapter 2 Physical Science
Game Technology Animation V Generate motion of objects using numerical simulation methods Physically Based Animation.
More on Newton’s 3 rd Law. Conceptual Example: What exerts the force to move a car? Response: A common answer is that the engine makes the car move forward.
Chapter 5 Gravity and Motion. Essential Question How are forces related to motion.
Forces. What is a Force? A force is a push or pull acting on an object that changes the motion of the object.
Today: (Ch. 3) Tomorrow: (Ch. 4) Apparent weight Friction Free Fall Air Drag and Terminal Velocity Forces and Motion in Two and Three Dimensions.
Chapter 2: Describing Motion in 1-D. Frame of Reference Whether or not you are moving depends on your point-of-view. From inside the box car, the woman.
Chapter 11 Section 2 Forces and Motion What are Forces? Force - is a push or pull that causes an object to move faster or slower, stop, change direction,
Advanced Computer Graphics Rigid Body Simulation
Topic 2.2 Forces and Dynamics
Or Trust in the Force Luke/Ani
A push or a pull on an object is called a force.
Forces Chapter 5.
Describing Motion Newton’s Laws.
Presentation transcript:

1cs533d-term Notes  For using Pixie (the renderer) make sure you type “use pixie” first  Assignment 1 questions?

2cs533d-term Time scales  [work out]  For position dependence, characteristic time interval is  For velocity dependence, characteristic time interval is  Note: matches symplectic Euler stability limits If you care about resolving these time scales, there’s not much point in going to implicit methods

3cs533d-term Mixed Implicit/Explicit  For some problems, that square root can mean velocity limit much stricter  Or, we know we want to properly resolve the position-based oscillations, but don’t care about exact damping rate  Go explicit on position, implicit on velocity Often, a(x,v) is linear in v, though nonlinear in x; this way we avoid Newton iteration

4cs533d-term Newmark Methods  A general class of methods  Includes Trapezoidal Rule for example (  =1/4,  =1/2)  The other major member of the family is Central Differencing (  =0,  =1/2) This is mixed Implicit/Explicit

5cs533d-term Central Differencing  Rewrite it with intermediate velocity:  Looks like a hybrid of: Midpoint (for position), and Trapezoidal Rule (for velocity - split into Forward and Backward Euler half steps)

6cs533d-term Central: Performance  Constant acceleration: great 2nd order accurate  Position dependence: good Conditionally stable, no damping  Velocity dependence: good Stable, but only conditionally monotone  Can we change the Trapezoidal Rule to Backward Euler and get unconditional monotonicity?

7cs533d-term Staggered Implicit/Explicit  Like the staggered Symplectic Euler, but use B.E. in velocity instead of F.E.:  Constant acceleration: great  Position dependence: good (conditionally stable, no damping)  Velocity dependence: great (unconditionally monotone)

8cs533d-term Summary (2nd order)  Depends a lot on the problem What’s important: gravity, position, velocity?  Explicit methods from last class are probably bad  Symplectic Euler is a great fully explicit method (particularly with staggering) Switch to implicit velocity step for more stability, if damping time step limit is the bottleneck  Implicit Compromise method Fully stable, nice behaviour

9cs533d-term Example Motions

10cs533d-term Simple Velocity Fields  Can superimpose (add) to get more complexity  Constants: v(x)=constant  Expansion/contraction: v(x)=k(x-x 0 ) Maybe make k a function of distance |x-x 0 |  Rotation: Maybe scale by a function of distance |x-x 0 | or magnitude

11cs533d-term Noise  Common way to perturb fields that are too perfect and clean  Noise (in graphics) = a smooth, non-periodic field with clear length- scale  Read Perlin, “Improving Noise”, SIGGRAPH’02 Hash grid points into an array of random slopes that define a cubic Hermite spline  Can also use a Fourier construction Band limited signal Better, more control, but (possibly much) more expensive FFT - check out for one good implementationwww.fftw.org

12cs533d-term Example Forces  Gravity: F gravity =mg (a=g)  If you want to do orbits  Note x 0 could be a fixed point (e.g. the Sun) or another particle But make sure to add the opposite and equal force to the other particle if so!

13cs533d-term Drag Forces  Air drag: F drag =-Dv If there’s a wind blowing with velocity v w then F drag =-D(v-v w )  D should be a function of the cross-section exposed to wind Think paper, leaves, different sized objects, …  Depends in a difficult way on shape too Hack away!

14cs533d-term Spring Forces  Springs: F spring =-K(x-x 0 ) x 0 is the attachment point of the spring Could be a fixed point in the scene …or somewhere on a character’s body …or the mouse cursor …or another particle (but please add equal and oppposite force!)

15cs533d-term Nonzero Rest Length Spring  Need to measure the “strain”: the fraction the spring has stretched from its rest length L

16cs533d-term Spring Damping  Simple damping: F damp =-D(v-v 0 ) But this damps rotation too!  Better spring damping: F damp =-D(v-v 0 )u/L u Here u is (x-x 0 )/|x-x 0 |, the spring direction  [work out 1d case]  Critical damping: fastest damping possible For individual springs, gives a good typical damping force you can multiply by a factor

17cs533d-term Collision and Contact

18cs533d-term Collision and Contact  We can integrate particles forward in time, have some ideas for velocity or force fields  But what do we do when a particle hits an object?  No simple answer, depends on problem as always  General breakdown: Interference vs. collision detection What sort of collision response: (in)elastic, friction Robustness: do we allow particles to actually be inside an object?

19cs533d-term  Interference (=penetration) Simply detect if particle has ended up inside object, push it out if so Works fine if [w=object width] Otherwise could miss interaction, or push dramatically the wrong way The ground, thick objects and slow particles  Collision Check if particle trajectory intersects object Can be more complicated, especially if object is moving too…  For now, let’s stick with the ground (y=0) Interference vs. Collision

20cs533d-term Repulsion Forces  Simplest idea (conceptually) Add a force repelling particles from objects when they get close (or when they penetrate) Then just integrate: business as usual Related to penalty method: instead of directly enforcing constraint (particles stay outside of objects), add forces to encourage constraint  For the ground: F repulsion =-Ky when y<0 [think about gravity!] …or -K(y-y0)-Dv when y<y0 [still not robust] …or K(1/y-1/y0)-Dv when y<y0

21cs533d-term Repulsion forces  Difficult to tune: Too large extent: visible artifact Too small extent: particles jump straight through, not robust (or time step restriction) Too strong: stiff time step restriction, or have to go with implicit method - but Newton will not converge if we guess past a singular repulsion force Too weak: won’t stop particles  Rule-of-thumb: don’t use them unless they really are part of physics Magnetic field, aerodynamic effects, …

22cs533d-term Collision and Contact  Collision is when a particle hits an object Instantaneous change of velocity (discontinuous)  Contact is when particle stays on object surface for positive time Velocity is continuous Force is only discontinuous at start

23cs533d-term  At point of contact, find normal n For ground, n=(0,1,0)  Decompose velocity into normal component v N =(vn)n and tangential component v T =v-v N  Normal response:  =0 is fully inelastic  =1 is elastic  Tangential response Frictionless:  Then reassemble velocity v=v N +v T Frictionless Collision Response