1Notes  Reference  Witkin and Baraff, “Physically Based Modelling” course, SIGGRAPH 2001  Link on the course website.

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Presentation transcript:

1Notes  Reference  Witkin and Baraff, “Physically Based Modelling” course, SIGGRAPH 2001  Link on the course website

2 True Collisions  Turn attention from repulsions for a while  Model collision as a discrete event - a bounce  Input: incoming velocity, object normal  Output: outgoing velocity  Need some idea of how “elastic” the collision  Fully elastic - reflection  Fully inelastic - sticks (or slides)  Let’s ignore friction for now  Let’s also ignore how to incorporate it into algorithm for moving particles for now

3 Newtonian Collisions  Say object is stationary, normal at point of impact is n  Incoming particle velocity is v  Split v into normal and tangential components:  Newtonian model for outgoing velocity  Unchanged tangential component v T  New normal component is  The “coefficient of restitution” is , ranging from 0 (inelastic) to 1 (perfectly elastic)  The final outgoing velocity is

4 Relative velocity in collisions  What if particle hits a moving object?  Now process collision in terms of relative velocity  v rel =v particle -v object  Take normal and tangential components of relative velocity  Reflect normal part appropriately to get new v rel  Then new v particle =v object +(new v rel )

5 Movable Objects  Before assumed m object >> m particle  Then effect on object is negligible  If not, still calculate new v rel as above  But change v object and v particle with “impulses”  Unknown impulse I (force * time) applied to particle and opposite -I to object  New velocities:  New relative velocity in terms of I gives equation to solve for I:

6Friction  Friction slows down the relative tangential velocity  Causes a tangential force F T that opposes sliding, according to  Magnitude of normal force F N pressing on particle  And friction coefficient   Basic Coulomb law:  If kinetic friction (v Trel ≠0) then |F T |=  |F N | and is in a direction most opposing sliding  If static friction (v Trel =0) then |F T |≤  |F N |

7 Implementing Friction  Gets really messy to directly use friction forces (really hard to get true static friction!)  Instead integrate into relative velocity update  Integrating normal and friction force over the collision time and dividing by mass gives Coulomb friction in terms of velocity changes:  Static friction: |∆v T |≤  |∆v N | (and then v T =0)  Kinetic friction: ∆v T =-  |∆v N | v T /|v T |  Assuming direction of friction force is always opposing the initial tangential velocity  Combine into one formula for new relative tangential velocity:

8 Collisions so far  We now have a black box collision processing routine  Input:  particle velocity before  (maybe object velocity and masses)  object normal  parameters  and   Intermediate:  Relative velocity, split into normal and tangential components  Output:  new particle velocity  (maybe new object velocity)  How do we use this in time integration?

9 Simple collision algorithm  After each time step, check if particles collided with objects  If so, change velocities according to routine  Fails catastrophically for more interesting cases  New velocity may or may not get particle out next time step - is that another collision?  Is it ok to have particles inside (or on the wrong side of) objects any time?

10 Backing up time  Can avoid some problems by processing collision when it happens, not after the fact  Figure out when collision happens (or at least get close to time of collision, but not later than)  Apply velocity update then  Potential problems:  Hard to figure out time  Could involve a lot of work per time step (unpredictable)

11 Simultaneous collision resolution  Ignore exact timing and order of collisions during a time step  Begin with old position x old  New candidate position x new  If collision occurred, process with v avg =(x new -x)/∆t to get new post- collision velocity v after  Then change x new to x after =x old +∆t v after  Iterate until no collisions remain

12 Notes on collision resolution  This works really well for inelastic collisions  Can use a large ∆t: separate collision processing from particle physics  Can take many small steps to from x old to x new if stability demands it  Problems arise with elastic collisions  May not converge  Bouncing block problem: a block won’t come to rest on the floor

13 Elastic collision resolution  Start with x old and v old  Advance to x new  If collision, apply elastic collision law to v old to get v 2  Take x 2 =x new +∆t (v 2 -v old ) or reintegrate from x old, v 2 if you can afford it  Repeat elastic step a few times if you want, and there are still collisions with x 2  If still collision, apply INELASTIC collision law to v avg =(x 2 -x old )/∆t to get v after  Change x 2 to x after =x old +∆t v after  Repeat as needed

14 One last problem  Due to round-off error, or pathological geometry, may still go into a long loop resolving collisions  So cut loop off after a small number of iterations  Failsafe: take v after =0, x new =x old  May look weird, still could have issues for moving objects especially  Last resort: accept the penetration, apply a repulsion force to eventually move the particle out from the object(s)