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This lecture explores the intricacies of particle collision detection and response within computer animation. It covers key concepts such as piecewise linear trajectories, constant behaviors during simulation, and the importance of understanding in-between snapshot phenomena. Emphasis is placed on various collision algorithms, including point-plane collisions and contact condition handling. The lecture also provides insights on tackling tunneling issues with fast-moving particles and introduces solutions such as swept particle methods and implicit techniques for improved simulation accuracy.
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Lecture #4 Computer Animation Particle Collision Oh-young Song Sejong University
During Simulation… • Snapshots
During Simulation… • Snapshots • Curved trajectories treated as piecewise linear
During Simulation… • Snapshots • Curved trajectories treated as piecewise linear • Constant throughout the frame
During Simulation… • Snapshots • Things can happen in-between snapshots
During Simulation… • Snapshots • Things mostly happen in-between snapshots Collision!
Bouncing off the Wall • Point-plane collisions • Adding it to particle simulator! • Collision Detection • Collision Response • Contact
Collision Detection Signed Distance
Velocity Components • Normal & Tangential
Collision Response Damping factor = 0.8
Contact • Contact Condition
Do we’ve done it all? • Yes, in case of particles… • But there are many collision algorithms for rigid bodies. • Search Sphere bounding volume, OBB, AABB, k-DOP, GJK, …
Caution! • Tunneling
Caution! • Tunneling
Caution! • Tunneling
Caution! • Tunneling
Caution! • Fast-moving particles tunnel more easily How can we solve this?
Caution! • Fast-moving particles tunnel more easily Restriction Speed/Time?
A Solution • Swept Particle
A Solution • Swept Particle
Next… • Implicit Method