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Lecture VII Rigid Body Dynamics CS274: Computer Animation and Simulation
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Rigid Bodies Rigid bodies have both a position and orientation Rigid bodies assume no object deformation Rigid body motion is represented by 2 parameters - center of mass - orientation (rotation matrix)
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Rigid Bodies Objects are defined in body space and transformed by the position and orientation into world space
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Linear Velocity The change of the center of mass over time For a pure translation ( constant), all points move with velocity
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Angular Velocity The change in orientation over time Encodes both the axis and speed of the rotation direction encodes the axis magnitude encodes the speed (rad/s) But, how are and related?
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Angular Velocity For a given vector The columns of represent the transformed axes
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We can represent the cross product with a matrix Angular Velocity Therefore
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Since a point can be represented at any time by Velocity of a Point Total velocity can then be expressed as Which can be rewritten as
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We can apply forces to the object at any point Force Total force on an object is simply No information about where the forces are applied
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Torque describes the “rotational force” Torque Total torque on an object is simply Tells us about the force distribution over the object
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Linear momentum of a particle is Linear Momentum Linear momentum of a rigid body is then density integration over the body
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Linear momentum can be simplified as follows Linear Momentum Assuming constant mass gives
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Angular momentum of a rigid body Angular Momentum Taking the time derivative inertia tensor Angular momentum is conserved for no torque
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Describes how mass is distributed in the body Inertia Tensor Analogous to mass in linear velocity Measures the preferred axis of rotation Expensive to compute this at every time step
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Rewrite the tensor as Inertia Tensor Integrals can now be precomputed
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Combining the equations Rigid Body Equations of Motion Discretize these continuous equations and integrate
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Use quaternions to represent orientation Using Quaternions The update rule is then
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Using quaternions gives Rigid Body Equations of Motion Discretize these continuous equations and integrate
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So far, no interaction between rigid bodies Collisions and Contact Collision detection – determining if, when and where a collision occurs Collision response – calculating the state (velocity, …) after the collision
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What should we do when there is a collision? Collisions and Contact
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Restart the simulation at the time of the collision Rolling Back the Simulation Collision time can be found by bisection, etc.
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Exploit coherency through witnessing Collision Detection Speed up with bounding boxes, grids, hierarchies, etc. separating plane Two convex objects are non-penetrating iff there exists a separating plane between them First find a separating plane and see if it is still valid after the next simulation step
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Conditions for collision Collision Detection separatingcontactcolliding
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Soft Body Collision Collision Force is applied to prevent interpenetration
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Soft Body Collision Collision Apply forces and change the velocity
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Harder Collision Collision Higher force over a shorter time
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Rigid Body Collision Collision Impulsive force produces a discontinuous velocity
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We need to change velocity instantaneously Impulse Infinite force in an infinitesimal time An impulse changes the velocity as or
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An impulse also creates an impulsive torque Impulse The impulsive torque changes the angular velocity or
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For a frictionless collision Impulse But how do we calculate ?
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For a frictionless collision Impulse Given this equation and knowing how affects the linear and angular velocities of the two bodies, we can solve for
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Bodies are neither colliding nor separating Resting Contact We want a force strong enough to resist penetration but only enough to maintain contact
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We want to prevent interpenetration Resting Contact Since we should keep it from decreasing Describes the objects’ acceleration towards one another
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Contact forces only act in the normal direction Resting Contact Contact forces should avoid interpenetration be repulsive workless force become zero if the bodies begin to separate
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The relative accelerations can be written in terms of all of the contact forces Resting Contact So we can simply solve a Quadratic Program to find the solution to all the constraints
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Algorithm with collisions and contact Simulation Algorithm compute new statedetect collisions and backtrack compute and apply impulses compute and apply constraint forces current state next state collision state post-collision state
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