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CS-378: Game Technology

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

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CS-378: Game Technology

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  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 • V2005-08-1.1

  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 • Position, velocity • The forces • Gravity, springs • The integration

  4. Spring Mass Systems • Problems … ? Tekken 5

  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

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

  12. Rigid Bodies

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