Download presentation
Presentation is loading. Please wait.
Published byConrad Spencer Modified over 9 years ago
1
Physics simulation in a 3D environment Sylvain EUDIER MSCS Candidate Union College May 28 th, Spring 2004
2
Agenda Why Physics Simulation? Where am I, where am I going? Start Coding Entry point: The Spring Model Extension to the Flag / Cloth simulation Introduction to Collision Detection Collision improvement: an example Conclusion
3
Why Physics Simulation? Getting more and more interest from the game industry How does it work behind the scenes? Combines physics and CS
4
Where am I? Physics are used in many programs (CAD, games, simulators…) Commercial physics libraries exist As well as open source Evolution of the simulation models up to now
5
Evolution : Quake 2 – Doom 3
6
Where am I going? How precisely do we want to simulate the world How do we want to represent it For what expected quality / expense
7
Start Coding – Define the rules Use of C++ Representation using the OpenGL API Game-like precision Find a model for this problem (classes) Starting point: Write a stable and easy-to- use CVector3D class
8
The CVector3D class 3 constructors : Default, copy, by components Overloading of operators: +, -, *, /, +=, -=, *=, /= Methods: length, normalize, unit, crossProduct and dotProduct
9
What can I start with? The spring model Simulate the behavior of a deformable object under certain constraints. Easy to implement (as a beginning) Gives convincing results rapidly Allows me to test the architecture of my program
10
The Spring Model To the basic formula, we add the inner friction (to stabilize it):
11
The Spring Model These properties are the basics we can give to a mass. Considered as a dot
12
The Spring Model For the computation: L: steady length x: actual length of the spring u: unit vector between mass1 and mass2
13
Application to a rope The rope is made of several masses that interact with each other By changing the variables, the rope may be: stiffer, more / less extendable We can create different kinds of extensible material
14
Demonstration Rope simulation 1 Rope simulation 2
15
Spring Model : First impressions (+) The result looks good enough for such a simple simulation. (-) The rope behaved differently on different machines (different speeds) (-) The rope cannot be very stiff
16
Spring Model : Speed problem Need for a time regulation algorithm Why? How? After the first try, I had a slow and fast behavior… Due to the GetTickCount() function Use of the QueryPerformanceCounter()
17
Spring Model : Stiffness issue The stiffness problem: Due to the Euler’s approximation method
18
Spring Model : Stiffness issue – Why?
19
Euler function stability comparison
20
Spring Model : Extensions The rope does not include any bending information: Can be solved using interleaved springs (explained later, cf. Flag) Stiffness problem: Regarding the sources I found, the Runge-Kutta algorithm should solve the problem
21
The Runge-Kutta Algorithm Runge-Kutta 4 (55, 200000)
22
Spring Model : Flag simulation A flag is just a patch of springs Create n*m masses Create (n-1)*(m-1) springs Connect the springs to the masses Possibility to add a wind effect
23
Spring Model : Flag simulation Flag simulation
24
Flag simulation : Results (+) The mesh reacts well to the wind and gravity (-) The flag is harder to simulate because of the stiffness problem and the lack of bending factor
25
Flag simulation : Extensions Can simulate a flag flexibility with interleaved springs… …and add a universal repulsive force to every node More complex and realistic simulation
26
High quality flag simulation Demonstration
27
Collision Detection Why? How? Dependencies: A strong math library: vectors, matrices, plane-point collision, face-face collision… Possibility to work on predefined meshes
28
On the way to the collision Math library: Matrices: Overloading of arithmetic operators (+, -, *, +=…) Overloading of input / output operators ([], <<) Matrices functions : determinant, multiplications, inversions, transposition, identity Matrix-related functions : rotate, scale, translate… Vectors Collision functions: PointToPlaneDistance, IsPointInPolygon…
29
Importing 3DS files 3DS is a standard in the industry I already had an importing class for 3DS files .3DS files have several advantages: Face defined clockwise, Texture information, Normals information, And a lot more…
30
Into the collision Brute force algorithm: CheckForCollisions(): MakePreselection(Scene, Collisions) For all objects in the Collision List if(this object collides with another one) Find the collision point Apply the physics on the objects, at that point But this will never work!!!
31
Buggy Collision Demonstration
32
Into the collision (2) New algorithm: Do ComputePhysics(NextTimeChunk); CheckForCollisions(Scene, Collisions); if(MaxPenetrationInAnObject < Limit) Problem is solved; if(Problem NOT solved) NextTimeChunk = PreviousTime / 2; CancelTheComputations(); else ValidateTheComputations(); While(Problem is NOT solved); proceed to the next time chunk; While(TimeChunknotSimulated);
33
The rollback function
34
Collision improvement We can extend the sphere collision test to a more general one. Add a real collision and motion behavior (friction, rotation…) The MakePreselection function can improve a lot the computation time
35
Improvements and trade-offs The vast majority of the program use an aggressive MakePreselection algorithm to be able to deal with a lot of objects Optimization without loss of information AABB = Axis Aligned Bounding Box OBB = Oriented Bounding Box 6-dop = Discrete Orientation Polytope Convex Hull
36
Example of an approximation algorithm Approximation: Based on some assumptions over “insignificant” constraints of objects (=has to look good enough) The Opposing Face Geometry algorithm: Algorithm in 8 steps, The pro… …And cons
37
Opposing Face Geometry algorithm 1. Preselection: check collision between object A's bounding sphere and object B's bounding sphere. 2. Find the closest k faces of object A relative to object B.
38
O.F.G. algorithm 3. Calculate the geometric center of the new selection and the bounding sphere radius. 4. Find the closest k faces of object B relative to object A's new selection of k faces. 5. Calculate the geometric center of object B's new selection of faces and their maximal bounding sphere radius.
39
The O.F.G. algorithm 6. PreSelection: check collision between spheres to determine if there is even a chance for face collisions. 7. Sort the two sets of faces by increasing distance 8. Test the two sets of faces against each other, starting with the closest pairs of faces.
40
Pro / Cons of such this algorithm (+) This is a lot faster. Runtime of O(k 2 ) Where k is usually between 4 and 8 (k is a variable representing the number of faces we want to work on) Brute force approach would be O(n*m) n and m could be 1000 of faces (-) Cannot really work on concave polygons This is TRUE for most of today’s engines
41
The discrete Time problem Due to the intrinsic nature of the simulation : Time- discrete based If the dt variation is too big, an object might be “teleported” through another one Solution: Extrude the silhouette of the object. Test this polygon for collisions
42
Summary Springs are the basis of a lot of models and can be used for powerful simulations (i.e. any kind of elastic models) Collision detection needs a robust design and math support. There is a lot to do about optimization and trade-offs Physics simulation is a vast field where a lot of techniques are to be discovered
43
Selection of References “Computer Graphics with OpenGL”, third Edition by Hearn- Baker, Prentice Hall Huge source of information for game programming: www.gamedev.net Chris Hecker’s famous columns about physics: http://www.d6.com/users/checker/dynamics.htm#articles Everything you need to know about geometry: http://astronomy.swin.edu.au/~pbourke/geometry/ A lot about everything, from physics to light computations: http://freespace.virgin.net/hugo.elias/
44
Conclusion - Discussion Questions? Need Explanations? What kind of extensions could we add to a physics simulator?
45
References Collision detection Advanced Gamasutra - Features - "Advanced Collision Detection Techniques" [03.30.00] Gamasutra - Features - "Advanced Collision Detection Techniques" [03.30.00] Advanced Collision Detection Techniques Advanced Collision Detection Techniques Advanced Collision Detection Techniques Advanced Collision Detection Techniques Chris Hecker's Rigid Body Dynamics Information Chris Hecker's Rigid Body Dynamics Information DDJ DDJ GameDev.net - Opposing Face Geometry GameDev.net - Simple Bounding-Sphere Collision Detection GameDev.net - Practical Collision Detection GameDev.net - General Collision Detection for Games Using Ellipsoids Collision Response: Bouncy, Trouncy, Fun Gamasutra - Features - "Crashing into the New Year" [02.10.00] Snooker simulation (+Formulaes) Rotation computation HyperPhysics HyperPhysics MODEL-BASED ANIMATION SIGGRAPH - Collision Detection ('88) AIWisdom.com - Game Articles & Research Geometry Cours de Mécanique - Index The good-looking textured light-sourced bouncy fun smart and stretchy page Deformation GameDev.net - Real time deformation of solids, Part 1 GameDev.net - Real time deformation of solids, Part 1 GameDev.net - Real time deformation of solids, Part 2 GameDev.net - Real time deformation of solids, Part 2 Gamasutra - Features - "Exploring Spring Models" [10.05.01] Gamasutra - Features - "Exploring Spring Models" [10.05.01] Cloths Awesome paper on cloth simulation Awesome paper on cloth simulation ch06.pdf (application/pdf Object) ch06.pdf (application/pdf Object) Rotational Motion Rotational Motion
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.