Physics simulation in a 3D
environment
Sylvain EUDIERMSCS Candidate
Union College
May 28th, Spring 2004
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
Why Physics Simulation? Getting more and more interest from the
game industry
How does it work behind the scenes?
Combines physics and CS
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
Evolution : Quake 2 – Doom 3
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
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
The CVector3D class 3 constructors : Default, copy, by
components Overloading of operators:
+, -, *, /, +=, -=, *=, /= Methods: length, normalize, unit,
crossProduct and dotProduct
What can I start with? The spring model
Simulate the behavior of a deformable objectunder certain constraints. Easy to implement (as a beginning) Gives convincing results rapidly
Allows me to test the architecture of my program
The Spring Model
To the basic formula, we add the inner friction (to stabilize it):
IfvelmassvelmassixkF .)().2().1(..
The Spring Model
These properties are the basics we can give to a mass.
Considered as a dot
The Spring Model
For the computation:
L: steady lengthx: actual length of the springu: unit vector between mass1 and mass2
21.)().2().1()..( FFIfvelmassvelmassuLxkF
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
Demonstration Rope simulation 1 Rope simulation 2
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
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()
Spring Model : Stiffness issue The stiffness problem:
Due to the Euler’s approximation method
0. vtav
amF .
0...2
1 2 postvtapos
Spring Model : Stiffness issue – Why?
Euler function stability comparison
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
The Runge-Kutta Algorithm
Euler
Heun
Adams- Bashforth 2
Verlet
0
5000
10000
15000
20000
25000
18 20 22 24 26 28 30
Time (uSec)
Sp
rin
g S
tiff
nes
s
Runge-Kutta 4(55, 200000)
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
Spring Model : Flag simulation Flag simulation
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
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
High quality flag simulation Demonstration
Collision Detection Why?
How?
Dependencies: A strong math library: vectors, matrices, plane-
point collision, face-face collision… Possibility to work on predefined meshes
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…
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…
Into the collision Brute force algorithm:CheckForCollisions():
MakePreselection(Scene, Collisions)For all objects in the Collision Listif(this object collides with another one)
Find the collision pointApply the physics on the objects, at that point
But this will never work!!!
Buggy Collision Demonstration
Into the collision (2) New algorithm:
DoDo
ComputePhysics(NextTimeChunk);CheckForCollisions(Scene, Collisions);if(MaxPenetrationInAnObject < Limit)
Problem is solved;if(Problem NOT solved)
NextTimeChunk = PreviousTime / 2;CancelTheComputations();
elseValidateTheComputations();
While(Problem is NOT solved);proceed to the next time chunk;
While(TimeChunknotSimulated);
The rollback function
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
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
Example of an approximation algorithmApproximation: Based on some assumptions over“insignificant” constraints of objects (=has to lookgood enough)
The Opposing Face Geometry algorithm: Algorithm in 8 steps, The pro… …And cons
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.
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.
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.
Pro / Cons of such this algorithm (+) This is a lot faster. Runtime of O(k2)
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 polygonsThis is TRUE for most of today’s engines
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
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
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/
Conclusion - Discussion Questions? Need Explanations?
What kind of extensions could we add to a physics simulator?
References Collision detection
Advanced Gamasutra - Features - "Advanced Collision Detection Techniques" [03.30.00] Advanced Collision Detection Techniques Advanced Collision Detection Techniques Chris Hecker's Rigid Body Dynamics Information 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 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 2 Gamasutra - Features - "Exploring Spring Models" [10.05.01]
Cloths Awesome paper on cloth simulation
ch06.pdf (application/pdf Object) Rotational Motion
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