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CS-378: Game Technology Lecture #15: Physically Based Simulation

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Presentation on theme: "CS-378: Game Technology Lecture #15: Physically Based Simulation"— Presentation transcript:

1 CS-378: Game Technology Lecture #15: Physically Based Simulation
Prof. Okan Arikan University of Texas, Austin Thanks to James O’Brien, Steve Chenney, Zoran Popovic, Jessica Hodgins V

2 Spring Mass Systems Masses connected by springs Can be used to model
Deformable objects Cloth Hair Rigid bodies ? Hitman

3 Spring Mass Systems Concrete example The state The forces
Position, velocity The forces Gravity, springs The integration

4 Spring Mass Systems Problems … ? Tekken 5

5 Collisions Detecting collisions Broad phase Narrow phase
Find out intersecting bounding boxes Sweep & prune Narrow phase Find out whether actual collision exists Vertex/face, edge/face intersection tests

6 Collision Response Push the colliding masses away

7 Collision Response Push the colliding masses away
Manually project the mass onto the surface How can we handle friction ?

8 Collision Response Push the colliding masses away F
Apply a force proportional to the penetration depth How can we handle friction ? F

9 Rigid Bodies Springs are not very good for rigid bodies
Why not ? Abstract as meshes that don’t deform Degrees of freedom ? COM

10 Rigid Bodies Springs are not very good for rigid bodies
Why not ? Abstract as meshes that don’t deform Degrees of freedom ? COM

11 Rigid Bodies Springs are not very good for rigid bodies
Why not ? Abstract as meshes that don’t deform Degrees of freedom ? COM

12 Rigid Bodies Particles Position Velocity Equations Rigid Bodies
COM Position + Orientation COM Velocity + Angular velocity


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