1. Physikalische Grundlagen für Computerspiele
    1. Context
      1. Real-time physics
      2. Modeling pyramid (bottom up)
      3. Animation techniques
      4. Goals
    2. Mass spring systems
      1. Numerical integration
    3. Rigid Bodies
      1. 2D
      2. 3D
    4. Fluid Simulation
      1. Navier-Stokes equations, based on Euler
      2. Representations
      3. Smoothed Particle Hydrodynamics (SPH)
        1. Smoothing kernels
    5. Collision detection & response
      1. Broad phase
        1. Culling
        2. Bounding Volume Hierarchies
        3. Spatial partitioning
      2. Narrow Phase
        1. Contact & Friction
        2. Position correction
    6. Full RB simulation
      1. Sleeping
    7. Complex cloth simulation
      1. Rotations

Physikalische Grundlagen für Computerspiele

Maximilian Stark (mail@dakror.de), WS2018

Stand: 17.02.2019

Context

Real-time physics

Modeling pyramid (bottom up)

  1. Geometric
  2. Kinematic
  3. Physical
  4. Behavioral
  5. Cognitive

Animation techniques

Goals

Mass spring systems

Numerical integration

Rigid Bodies

2D

3D

Fluid Simulation

Representations

Smoothed Particle Hydrodynamics (SPH)

Smoothing kernels

Collision detection & response

Broad phase

Culling

Bounding Volume Hierarchies

Spatial partitioning

Narrow Phase

Contact & Friction

Position correction

Full RB simulation

  1. Integration
  2. Collision detection
    • Obtaining list of colliding object pairs
    • Usage of accelerated data structure
    • Minimal face-corner collisions
    • List building over time
      1. Timestep
        • Gather single deepest collections
      2. Timestep
        • Collision verification
        • Check of $v_{\text{rel}}$
  3. Penetration resolution
    • Sorted list, descending
    • Impulse based PosRot change
    • In theory: re-check for collisions
    • Usually finite time / attempts for resolution
      • Iterative Convergence
      • Priority based
  4. Velocity resolution
    • Sorted list, ascending $v_{\text{rel}}$
    • Recomputation of velocity for all objects colliding with either partner
    • Collision tolerance
      • Ignoring of small collisions
      • Minimal penetration depth & velocity
      • Only visual validity

Sleeping

Complex cloth simulation