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Physically Based Animation and Modeling
CSE 3541 Matt Boggus
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Overview Newton’s three laws of physics
Integrating acceleration to find position Particle Systems Common forces in physically based animation
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Mass and Momentum Associate a mass with an object. We assume that the mass is constant Define a vector quantity called momentum (p), which is the product of mass and velocity
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Newton’s First Law A body in motion will remain in motion
A body at rest will remain at rest, unless acted upon by some force Without a force acting on it, a moving object travels in a straight line
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Newton’s Second Law Newton’s Second Law says:
This relates the kinematic quantity of acceleration to the physical quantity of force (Kinematics – the branch of mechanics concerned with the motion of objects without reference to the forces that cause the motion) Force = change in momentum over time = mass * acceleration
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Newton’s Third Law Newton’s Third Law says that any force that body A applies to body B will be met by an equal and opposite force from B to A Every action has an equal and opposite reaction Do we really want this for games and animation?
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Integration Given acceleration, compute velocity & position by integrating over time
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Physics review, equations for: Zero acceleration Constant acceleration
No acceleration Constant acceleration f a m Similarly, you’d need a different equation to handle cases where acceleration is linear, quadratic, or some other higher order. a v’ v vave
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Pseudocode for motion within an animation loop (Euler method)
To update an object at point x with velocity v: a = (sum all forces acting on x) / m [ ∑vectors scalar: m ] v = v + a * dt [ vectors: v, a scalar: dt ] x = x + v * dt [ vectors: x, v scalar: dt ]
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Pseudocode for motion within an animation loop (Euler 2)
To update an object at point x with velocity v: a = (sum all forces acting on x) / m [ ∑vectors scalar: m ] endv = v + a * dt [vectors: endv, v, a scalar: dt] x = x + 𝑒𝑛𝑑𝑣+𝑣 2 ∗dt [vectors: x, endv, v scalars: 2, dt] v = endv [vectors: endv, v]
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See spreadsheet example
Comparison of methods See spreadsheet example
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Particle Systems Star Trek 2 – genesis sequence (1982) More examples
A collection of a large number of point-like elements Model “fuzzy” or “fluid” things Fire, explosions, smoke, water, sparks, leaves, clouds, fog, snow, dust, galaxies, special effects Model strands Fur, hair, grass Star Trek 2 – genesis sequence (1982) The making of the scene More examples Show star trek example, others for reference
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Particle Example source
Collides with environment but not other particles Particle’s midlife with modified color and shading Particle’s demise, based on constrained and randomized life span source Particle’s birth: constrained and time with initial color and shading (also randomized)
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Particle system implementation
Update Steps for each particle if dead, reallocate and assign new attributes animate particle, modify attributes render particles Use constrained randomization to vary “new” particles
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Constrained randomization example 1
particleX = x particleY = y particleX = x + random(-1,1) particleY = y + random(-1,1)
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Constrained randomization example 2
particleX = x + random(-1,1) particleY = y + random(-1,1) if (sqrt( (particleX-x)2 + (particleY-y)2 ) ) > 1, re-randomize
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Particle (partial example)
class Particle { Vector3 velocity; // updates frame to frame Vector3 force; // reset and recomputed each frame GameObject particle; // updates frame to frame // holds position and mesh // other fields (variables) for mass, life, maxlife, … public: void Update(float deltaTime); // numeric integration to // update velocity and position void ApplyForce(Vector3 f) { force = force + f; } void ResetForce() { force = Vector3.zero; } // other methods for collision response, life increments, … };
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Particle emitter (partial example)
using System.Collections.Generic; using System.Collections; class ParticleEmitter { ArrayList Particles = new ArrayList(); // construct particle objects in Start(); public: void Update(deltaTime); // update and collision test each particle };
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Particle Emitter Update() only showing physics movement code
Update(float deltaTime) { foreach (Particle p in Particles) { // sum up all forces acting on p } foreach (Particle p in Particles){ p.Update(deltaTime); p.ResetForce();
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Creating GameObjects for(int i = 0; i < numberOfAsteroids; i++){
GameObject aSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); aSphere.transform.parent = transform; aSphere.name = "sphere" + i.ToString(); aSphere.transform.position = new Vector3(Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f)); aSphere.transform.localScale = new Vector3(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f)); } Covered early, provided again here for reference
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Deleting GameObjects GameObject myParticle; // …create, animate, etc. … Destroy(myParticle); Covered early, provided again here for reference Note: this affects the associated GameObject; it does not delete the variable myParticle
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Lab3 Implement a particle system where each particle is a GameObject
Restrictions No RigidBodies No Colliders Minimal credit if you use these for lab3
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Computing forces for games and animations
Types Independent of other values Gravity on earth Dependent on current object properties velocity – drag position – spring force Dependent on other objects Penalty method collision response Gravity in space
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Forces – gravity Applying gravity for a scene on earth – one vector with negative y value Applying gravity for a
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“Opposing” Forces Static friction Kinetic friction Viscosity
for small objects No turbulence For sphere
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“Opposing” Forces – can be complex
Aerodynamic drag is complex and difficult to model accurately A reasonable simplification it to describe the total aerodynamic drag force on an object using: Where ρ is the density of the air (or water, mud, etc.), cd is the coefficient of drag for the object, a is the cross sectional area of the object, and e is a unit vector in the opposite direction of the velocity Included for presentation effect – don’t have time to go through details on terms here
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“Opposing” Forces – made simple
Force = -1 * velocity * scale typically, 0 < scale < 1
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Forces – spring-damper
Hooke’s Law
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Animation from http://www.acs.psu.edu/drussell/Demos/SHO/damp.html
Damping example Animation from
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Spring-mass-damper system
f -f
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Spring-mass-damper system
At rest length l, the force f is zero Two objects are located at r1 and r2 [scalar displacement] [direction of displacement]
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Example – Jello cube http://www.youtube.com/watch?v=b_8ci0ZW4vI
Spring-mass system V3 E23 E31 V2 V1 E12 Example – Jello cube
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Penalty method Spring force as collision response
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Additional slides
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Particle Systems Lots of small particles - local rules of behavior
Create ‘emergent’ element Common rules for particle motion: Do collide with the environment Do not collide with other particles Common rules for particle rendering: Do not cast shadows on other particles Might cast shadows on environment Do not reflect light - usually emit it
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Spring mesh – properties for cloth
Each vertex is a point mass Each edge is a spring-damper Diagonal springs for rigidity Angular springs connect every other mass point Global forces: gravity, wind Example
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Cloth simulation – springs, integration, and stability
Cloth Sim with Euler Integrator Animation begins using Verlet integration Animation ends using Euler integration
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