Understanding Physically Based Simulation: Spring Mass Systems and Collision Detection
In this lecture by Prof. Okan Arikan at the University of Texas, Austin, we explore the fundamentals of physically based simulations, focusing on Spring Mass Systems. This system effectively models deformable objects such as cloth and hair using masses connected by springs. The lecture covers the states of position and velocity, and the forces acting on these systems, including gravity and spring forces. Additionally, we delve into collision detection techniques used in games like Tekken 5, discussing broad and narrow-phase strategies, as well as collision response methods.
Understanding Physically Based Simulation: Spring Mass Systems and Collision Detection
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Presentation Transcript
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 • V2005-08-1.1
Spring Mass Systems • Masses connected by springs • Can be used to model • Deformable objects • Cloth • Hair • Rigid bodies ? Hitman
Spring Mass Systems • Concrete example • The state • Position, velocity • The forces • Gravity, springs • The integration
Spring Mass Systems • Problems … ? Tekken 5
Collisions • Detecting collisions • Broad phase • Find out intersecting bounding boxes • Sweep & prune • Narrow phase • Find out whether actual collision exists • Vertex/face, edge/face intersection tests
Collision Response • Push the colliding masses away
Collision Response • Push the colliding masses away • Manually project the mass onto the surface • How can we handle friction ?
Collision Response • Push the colliding masses away • Apply a force proportional to the penetration depth • How can we handle friction ? F
Rigid Bodies • Springs are not very good for rigid bodies • Why not ? • Abstract as meshes that don’t deform • Degrees of freedom ? COM
Rigid Bodies • Springs are not very good for rigid bodies • Why not ? • Abstract as meshes that don’t deform • Degrees of freedom ? COM
COM Rigid Bodies • Springs are not very good for rigid bodies • Why not ? • Abstract as meshes that don’t deform • Degrees of freedom ?