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Published byAudra Preston Modified over 8 years ago
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Honours Graphics 2008 Session 9
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Today’s focus Physics in graphics Understanding:
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Physics in graphics The most common application of physics in graphics is a Newtonian physics model for rigid body dynamics Sufficient for a wide variety of problems, including rag-doll physics Others physics systems include: springs, elastics, caustics, fluids, etc.
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Intermediate: the ~ operator
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Rigid body dynamics: orientation Use special orthonormal matrix 3 x 3 matrix where each row is of unit length and perpendicular to each other row “Special” means the matrix is not a reflection This matrix represents a rotation (and thus orientation) Use “A” to denote orientation
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Rigid body dynamics: inertia Objects have volume and mass (and some density distribution) The inertia is described by an inertia tensor, we make use of an inverse inertia tensor in this lecture For a box with mass M and dimensions x, y, and z
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Rigid body physics: inertia, cont. The inertia of an object in world space is dynamic Simplify the process by working in object space and using a similarity transform to get into world space
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Rigid body dynamics: initialization Body constants Initial conditions Initial auxiliaries
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Rigid body dynamics: simulation Compute forces and points of application Compute resultant forces and torques
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Rigid body dynamics: simulation cont. Integrate quantities
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Rigid body dynamics: simulation cont. Reorthogonalize Compute auxiliary quantities
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Intermediate: reorthogonalization
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Collision response On collision an instantaneous impulse is applied to the object The impulse acts from the point of collision
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Homework Implement the physics equations described in this session Should be able to model a cube falling onto a flat surface For next session Additional help: http://chrishecker.com/images/b/bb/Gdmphys4.pdf http://chrishecker.com/images/b/bb/Gdmphys4.pdf
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