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

Rotations

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
  3. Penetration resolution
  4. Velocity resolution

Sleeping

Complex cloth simulation