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CSCE 552 Fall 2012

CSCE 552 Fall 2012. Math, Physics and Collision Detection. By Jijun Tang. Homework #2. Major use cases of your system Due on Wednesday Oct 17 th , before class. Use Cases. Use Case Name: Place Order Actors:

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CSCE 552 Fall 2012

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  1. CSCE 552 Fall 2012 Math, Physics and Collision Detection By Jijun Tang

  2. Homework #2 • Major use cases of your system • Due on Wednesday Oct 17th, before class.

  3. Use Cases • Use Case Name: Place Order • Actors: • Registered Shopper (Has an existing account, possibly with billing and shipping information) • Fulfillment System (processes orders for delivery to customers) • Billing System (bills customers for orders that have been placed) • Triggers: • The user indicates that she wants to purchase items that she has selected. • Preconditions: • User has selected the items to be purchased. • Post-conditions: • The order will be placed in the system. • The user will have a tracking ID for the order. • The user will know the estimated delivery date for the order. • Flow: • The user will indicate that she wants to order the items that have already been selected. • The system will present the billing and shipping information that the user previously stored. • The user will confirm that the existing billing and shipping information should be used for this order. • The system will present the amount that the order will cost, including applicable taxes and shipping charges. • The user will confirm that the order information is accurate. • The system will provide the user with a tracking ID for the order. • The system will submit the order to the fulfillment system for evaluation. • The fulfillment system will provide the system with an estimated delivery date. • The system will present the estimated delivery date to the user. • The user will indicate that the order should be placed. • The system will request that the billing system should charge the user for the order. • The billing system will confirm that the charge has been placed for the order. • The system will submit the order to the fulfillment system for processing. • The fulfillment system will confirm that the order is being processed. • The system will indicate to the user that the user has been charged for the order. • The system will indicate to the user that the order has been placed. • The user will exit the system.

  4. Real-time Physics in Game at Runtime: • Enables the emergent behavior that provides player a richer game experience • Potential to provide full cost savings to developer/publisher • Difficult • May require significant upgrade of game engine • May require significant update of asset creation pipelines • May require special training for modelers, animators, and level designers • Licensing an existing engine may significantly increase third party middleware costs

  5. Particle Position • Location of Particle in World Space • SI Units: meters (m) • Changes over time when object moves

  6. Particle Velocity and Acceleration • Velocity (SI units: m/s) • First time derivative of position: • Acceleration (SI units: m/s2) • First time derivative of velocity • Second time derivative of position

  7. Newton’s 2nd Law of Motion • Paraphrased –“An object’s change in velocity is proportional to an applied force” • The Classic Equation: • m = mass (SI units: kilograms, kg) • F(t) = force (SI units: Newtons)

  8. Concrete Example: Target Practice Projectile Launch Position, pinit Target

  9. Finite Difference Methods-I • The Explicit Euler Integrator: • Properties of object are stored in a state vector, S • Use the above integrator equation to incrementally update S over time as game progresses • Must keep track of prior value of S in order to compute the new • For Explicit Euler, one choice of state and state derivative for particle:

  10. Finite Difference Methods-II • The Verlet Integrator: • Must store state at two prior time steps, S(t) and S(t-Dt) • Uses second derivative of state instead of the first • Valid for constant time step only (as shown above) • For Verlet, choice of state and state derivative for a particle:

  11. Errors Exact Euler

  12. Linear Springs

  13. Viscous Damping

  14. Aerodynamic Drag S: projected front area CD: drag coefficient

  15. Friction

  16. Collision Detection and Resolution

  17. What is Collision Detection • A fundamental problem in computer games, computer animation, physically-based modeling, geometric modeling, and robotics. • Including algorithms: • To check for collision, i.e. intersection, of two given objects • To calculate trajectories, impact times and impact points in a physical simulation.

  18. Collision Detection • Complicated for two reasons • Geometry is typically very complex, potentially requiring expensive testing • Naïve solution is O(n2) time complexity, since every object can potentially collide with every other object • Two basic techniques • Overlap testing: Detects whether a collision has already occurred • Intersection testing: Predicts whether a collision will occur in the future

  19. Overlap Testing (a posteriori) • Overlap testing: Detects whether a collision has already occurred, sometime is referred as a posteriori • Facts • Most common technique used in games • Exhibits more error than intersection testing • Concept • For every (small) simulation step, test every pair of objects to see if they overlap • Easy for simple volumes like spheres, harder for polygonal models

  20. Overlap Testing Results • Useful results of detected collision • Pairs of objects will have collision • Time of collision to take place • Collision normal vector • Collision time calculated by moving object back in time • until right before collision • Bisection is an effective technique

  21. Bisect Testing: collision detected

  22. Bisect Testing: Iteration I

  23. Bisect Testing: Iteration II

  24. Bisect Testing: Iteration III

  25. Bisect Testing: Iteration IV

  26. Bisect Testing: Iteration V Time right before the collision

  27. Overlap Testing: Limitations Fails with objects that move too fast • Thin glass vs. bulltes • Unlikely to catch time slice during overlap

  28. Solution for This Limitation • Speed of the fastest object multiplies the time step should be smaller than the smallest objects in the scene • Possible solutions • Design constraint on speed of objects: hard to apply without affecting the play • Reduce simulation step size: too expensive

  29. Intersection Testing (a priori) • Predict future collisions • When predicted: • Move simulation to time of collision • Resolve collision • Simulate remaining time step

  30. Intersection Testing:Swept Geometry • Extrude geometry in direction of movement • Swept sphere turns into a “capsule” shape

  31. Intersection Testing:Sphere-Sphere Collision d

  32. Special Cases • No collision: • B2 = 0: both objects are stationary, or they are traveling at parallel • When will collision occur?

  33. Intersection Testing:When to Collide • Smallest distance ever separating two spheres: • If there is a collision

  34. Intersection Testing:Limitations • Issue with networked games • Future predictions rely on exact state of world at present time • Due to packet latency, current state not always coherent • Assumes constant velocity and zero acceleration over simulation step • Has implications for physics model and choice of integrator

  35. Dealing with Complexity Two issues 1. Complex geometry must be simplified 2. Reduce number of object pair tests

  36. Simplified Geometry Approximate complex objects with simpler geometry, like this ellipsoid or bounding boxes

  37. Minkowski Sum By taking the Minkowski Sum of two complex volumes and creating a new volume, overlap can be found by testing if a single point is within the new volume

  38. Minkowski Sum

  39. Using Minkowski Sum

  40. Bounding Volumes • Bounding volume is a simple geometric shape • Completely encapsulates object • If no collision with bounding volume, no more testing is required • Common bounding volumes • Sphere • Box

  41. Box Bounding Volumes

  42. More Examples

  43. Using Bounding Box in Game • Complex objects can have multiple bounding boxes • Human object can have one big bounding box for the whole body • Human object can have one bounding box per limb, head, etc • Bounding box can be hierarchical: • Test the big first • if possible collision, test the smaller ones

  44. Reduce Number of Detections O(n) Time Complexity can be achieved. One solution is to partition space

  45. Achieving O(n) Time Complexity Another solution is the plane sweep algorithm Requires (re-)sorting in x (y) coordinate

  46. Quadtree

  47. Octree

  48. R-tree

  49. K-d tree

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