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Reading Assignment & References

Reading Assignment & References. D. Baraff and A. Witkin, “Physically Based Modeling: Principles and Practice,” Course Notes, SIGGRAPH 2001. B. Mirtich, “Fast and Accurate Computation of Polyhedral Mass Properties,” Journal of Graphics Tools, volume 1, number 2, 1996.

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Reading Assignment & References

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  1. Reading Assignment & References • D. Baraff and A. Witkin, “Physically Based Modeling: Principles and Practice,” Course Notes, SIGGRAPH 2001. • B. Mirtich, “Fast and Accurate Computation of Polyhedral Mass Properties,” Journal of Graphics Tools, volume 1, number 2, 1996. • D. Baraff, “Dynamic Simulation of Non-Penetrating Rigid Bodies”, Ph.D. thesis, Cornell University, 1992. • B. Mirtich and J. Canny, “Impulse-based Simulation of Rigid Bodies,” in Proceedings of 1995 Symposium on Interactive 3D Graphics, April 1995. • B. Mirtich, “Impulse-based Dynamic Simulation of Rigid Body Systems,” Ph.D. thesis, University of California, Berkeley, December, 1996. • B. Mirtich, “Hybrid Simulation: Combining Constraints and Impulses,” in Proceedings of First Workshop on Simulation and Interaction in Virtual Environments, July 1995. M. C. Lin

  2. Algorithm Overview 0 Initialize(); 1 for t = 0; t < tf; t += h do 2 Read_State_From_Bodies(S); 3 Compute_Time_Step(S,t,h); 4 Compute_New_Body_States(S,t,h); 5 Write_State_To_Bodies(S); 6 Zero_Forces(); 7 Apply_Env_Forces(); 8 Apply_BB_Forces(); M. C. Lin

  3. Outline • Rigid Body Preliminaries • Coordinate system, velocity, acceleration, and inertia • State and Evolution • Quaternions • Collision Detection and Contact Determination • Colliding Contact Response M. C. Lin

  4. Coordinate Systems • Body Space (Local Coordinate System) • bodies are specified relative to this system • center of mass is the origin (for convenience) • World Space • bodies are transformed to this common system: p(t) = R(t) p0 + x(t) • R(t) represents the orientation M. C. Lin

  5. Coordinate Systems M. C. Lin

  6. Velocities • How do x(t) and R(t) change over time? • v(t) = dx(t)/dt • Let (t) be the angular velocity vector • Direction is the axis of rotation • Magnitude is the angular velocity about the axis Then M. C. Lin

  7. Velocities M. C. Lin

  8. Angular Velocities M. C. Lin

  9. Accelerations • How do v(t) and dR(t)/dt change over time? • First we need some more machinery • Inertia Tensor • Forces and Torques • Momentums • Actually formulate in terms of momentum derivatives instead of velocity derivatives M. C. Lin

  10. Inertia Tensor • 3x3 matrix describing how the shape and mass distribution of the body affects the relationship between the angular velocity and the angular momentum I(t) • Analogous to mass – rotational mass • We actually want the inverse I-1(t) M. C. Lin

  11. Inertia Tensor Ixx = Iyy = Izz = Iyz = Izy = Ixy = Iyx = Ixz = Izx = M. C. Lin

  12. Inertia Tensor • Compute I in body space Ibodyand then transformed to world space as required • I vary in World Space, but Ibody is constant in body space for the entire simulation • Transformation only depends on R(t) -- I(t) is translation invariant • I(t)= R(t) Ibody R-1(t)= R(t) Ibody RT(t) • I-1(t)= R(t) Ibody-1 R-1(t)= R(t) Ibody-1 RT(t) M. C. Lin

  13. Computing Ibody-1 • There exists an orientation in body space which causes Ixy, Ixz, Iyz to all vanish • increased efficiency and trivial inverse • Point sampling within the bounding box • Projection and evaluation of Greene’s thm. • Code implementing this method exists • Refer to Mirtich’s paper at http://www.acm.org/jgt/papers/Mirtich96 M. C. Lin

  14. Approximation w/ Point Sampling • Pros: Simple, fairly accurate, no B-rep needed. • Cons: Expensive, requires volume test. M. C. Lin

  15. Use of Green’s Theorem • Pros: Simple, exact, no volumes needed. • Cons: Requires boundary representation. M. C. Lin

  16. Forces and Torques • Environment and contacts tell us what forces are applied to a body: F(t) =  Fi(t) (t) =  ( ri(t) x Fi(t) ) where ri(t) is the vector from the center of mass to the point on surface of the object that the force is applied at, ri(t)= pi - x(t) M. C. Lin

  17. Momentums • Linear momentum • P(t) = m v(t) • dP(t)/dt = m a(t) = F(t) • Angular Momentum • L(t) = I(t) (t) • (t) = I(t)-1 L(t) • It can be shown that dL(t)/dt = (t) M. C. Lin

  18. Outline • Rigid Body Preliminaries • State and Evolution • Variables and derivatives • Quaternions • Collision Detection and Contact Determination • Colliding Contact Response M. C. Lin

  19. Rigid Body Dynamics M. C. Lin

  20. State of a Body • Y(t) = ( x(t), R(t), P(t), L(t) ) • We use P(t) and L(t) because of conservation • From Y(t) certain quantities are computed • I-1(t) = R(t) Ibody-1 RT(t) • v(t) = P(t) / M • ω(t) = I-1(t) L(t) • d Y(t) / dt = ( v(t), dR(t)/dt, F(t), (t) ) d(x(t),R(t),P(t),L(t))/dt =(v(t), dR(t)/dt, F(t), (t)) M. C. Lin

  21. New State of a Body • We cannot compute the state of a body at all times but must be content with a finite number of discrete time points • Assume that we are given the initial state of all the bodies at the starting time t0, use ODE solving techniques to get the new state at t1 and so on. M. C. Lin

  22. Outline • Rigid Body Preliminaries • State and Evolution • Quaternions • Merits, drift, and re-normalization • Collision Detection and Contact Determination • Colliding Contact Response M. C. Lin

  23. Unit Quaternion Merits • A rotation in 3-space involves 3 DOF • Rotation matrices describe a rotation using 9 parameters • Unit quaternions can do it with 4 • Rotation matrices buildup error faster and more severely than unit quaternions • Drift is easier to fix with quaternions • renormalize M. C. Lin

  24. Unit Quaternion Definition • [s,v] -- s is a scalar, vis vector • A rotation ofθ about a unit axis u can be represented by the unit quaternion: [cos(θ/2), sin(θ /2) * u] • || [s,v] || = 1 -- the length is taken to be the Euclidean distance treating [s,v] as a 4-tuple or a vector in 4-space M. C. Lin

  25. Unit Quaternion Operations • Multiplication is given by: • dq(t)/dt = [0, w(t)/2]q(t) • R = M. C. Lin

  26. Unit Quaternion Usage • To use quaternions instead of rotation matrices, just substitute them into the state as the orientation (save 5 variables) • d (x(t), q(t), P(t), L(t) ) / dt = ( v(t), [0,ω(t)/2]q(t), F(t), (t) ) = ( P(t)/m, [0, I-1(t)L(t)/2]q(t), F(t), (t) ) where I-1(t) = (q(t).R) Ibody-1 (q(t).RT) M. C. Lin

  27. Outline • Rigid Body Preliminaries • State and Evolution • Quaternions • Collision Detection and Contact Determination • Intersection testing, bisection, and nearest features • Colliding Contact Response M. C. Lin

  28. Algorithm Overview 0 Initialize(); 1 for t = 0; t < tf; t += h do 2 Read_State_From_Bodies(S); 3 Compute_Time_Step(S,t,h); 4 Compute_New_Body_States(S,t,h); 5 Write_State_To_Bodies(S); 6 Zero_Forces(); 7 Apply_Env_Forces(); 8 Apply_BB_Forces(); M. C. Lin

  29. Collision Detection and Contact Determination • Discreteness of a simulation prohibits the computation of a state producing exact touching • We wish to compute when two bodies are “close enough” and then apply contact forces • This can be quite a sticky issue. • Are bodies allowed to be penetrating when the forces are applied? • What if contact region is larger than a single point? • Did we miss a collision? M. C. Lin

  30. Collision Detection and Contact Determination • Response parameters can be derived from the state and from the identity of the contacting features • Define two primitives that we use to figure out body-body response parameters • Distance(A,B) (cheaper) • Contacts(A,B) (more expensive) M. C. Lin

  31. Distance(A,B) • Returns a value which is the minimum distance between two bodies • Approximate may be ok • Negative if the bodies intersect • Convex polyhedra • Lin-Canny and GJK -- 2 classes of algorithms • Non-convex polyhedra • much more useful but hard to get distance fast • PQP/RAPID/SWIFT++ M. C. Lin

  32. Contacts(A,B) • Returns the set of features that are nearest for disjoint bodies or intersecting for penetrating bodies • Convex polyhedra • LC & GJK give the nearest features as a bi-product of their computation – only a single pair. Others that are equally distant may not be returned. • Non-convex polyhedra • much more useful but much harder problem especially contact determination for disjoint bodies • Convex decomposition M. C. Lin

  33. Compute_Time_Step(S,t,h) • Let’s recall a particle colliding with a plane M. C. Lin

  34. Compute_Time_Step(S,t,h) • We wish to compute tc to some tolerance M. C. Lin

  35. Compute_Time_Step(S,t,h) • A common method is to use bisection search until the distance is positive but less than the tolerance • This can be improved by using the ratio (disjoint distance) : (disjoint distance + penetration depth) to figure out the new time to try -- faster convergence M. C. Lin

  36. Compute_Time_Step(S,t,h) 0 for each pair of bodies (A,B) do 1 Compute_New_Body_States(Scopy, t, H); 2 hs(A,B) = H; // H is the target timestep 3 if Distance(A,B) < 0 then 4 try_h = H/2; try_t = t + try_h; 5 while TRUE do 6 Compute_New_Body_States(Scopy, t, try_t - t); 7 if Distance(A,B) < 0 then 8 try_h /= 2; try_t -= try_h; 9 else if Distance(A,B) <  then 10 break; 11 else 12 try_h /= 2; try_t += try_h; 13 hs(A,B) = try_t – t; 14 h = min( hs ); M. C. Lin

  37. Penalty Methods • If Compute_Time_Step does not affect the time step (h) then we have a simulation based on penalty methods • The objects are allowed to intersect and their penetration depth is used to compute a spring constant which forces them apart M. C. Lin

  38. Local Apply_BB_Forces() Local contact force computation 0 for each pair of bodies (A,B) do 1 if Distance(A,B) <  then 2 Cs = Contacts(A,B); 3 Apply_Impulses(A,B,Cs); M. C. Lin

  39. Global Apply_BB_Forces() Global contact force computation 0 for each pair of bodies (A,B) do 1 if Distance(A,B) <  then 2 Flag_Pair(A,B); 3 Solve For_Forces(flagged pairs); 4 Apply_Forces(flagged pairs); M. C. Lin

  40. Outline • Rigid Body Preliminaries • State and Evolution • Quaternions • Collision Detection and Contact Determination • Colliding Contact Response • Normal vector, restitution, and force application M. C. Lin

  41. Colliding Contact Response • Assumptions: • Convex bodies • Non-penetrating • Non-degenerate configuration • edge-edge or vertex-face • appropriate set of rules can handle the others • Need a contact unit normal vector • Face-vertex case: use the normal of the face • Edge-edge case: use the cross-product of the direction vectors of the two edges M. C. Lin

  42. Colliding Contact Response • Point velocities at the nearest points: • Relative contact normal velocity: M. C. Lin

  43. Colliding Contact Response • If vrel > 0 then • the bodies are separating and we don’t compute anything • Else • the bodies are colliding and we must apply an impulse to keep them from penetrating • The impulse is in the normal direction: M. C. Lin

  44. Colliding Contact Response • We will use the empirical law of frictionless collisions: • Coefficient of restitution є [0,1] • є = 0 -- bodies stick together • є = 1 – loss-less rebound • After some manipulation of equations... M. C. Lin

  45. Apply_BB_Forces() • For colliding contact, the computation can be local 0 for each pair of bodies (A,B) do 1 if Distance(A,B) <  then 2 Cs = Contacts(A,B); 3 Apply_Impulses(A,B,Cs); M. C. Lin

  46. Apply_Impulses(A,B,Cs) • The impulse is an instantaneous force – it changes the velocities of the bodies instantaneously: Δv = J / M 0 for each contact in Cs do 1 Compute n 2 Compute j 3 P(A) += J 4 L(A) += (p - x(t)) x J 5 P(B) -= J 6 L(B) -= (p - x(t)) x J M. C. Lin

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