CS 231 Animation Using Dynamic Simulationvbz/cs231f15/lecture07-15.pdf · What is dynamics for...
Transcript of CS 231 Animation Using Dynamic Simulationvbz/cs231f15/lecture07-15.pdf · What is dynamics for...
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CS 231
Animation Using Dynamic Simulation
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What is dynamics for animation?
forward
dynamics
integrator
graphics
state
Loosely, using physical rules
or principles to animate, a
procedural approach
Usually, the use of a forward
dynamics model and numeric
routine to compute motion
Got its start in engineering
simulation and robotics
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Forward Dynamics vs. Inverse Dynamics
force and
torque
acceleration,
velocity
forward
inverse
Forward: given forces and torques, compute
acceleration, velocity, and finally position
Inverse: given motion (positions), compute the
forces and torques
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Why use forward dynamics?
Captures realistic movements because it is
based on physical constraints
Can provide high-level control over
animation
Can allow principled methods for animated
elements to communicate – leading to
rich simulated worlds
AKA: initial value problem
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Types of simulations
Passive
Particle systems
Spring/Mass systems
Rigid bodies
Active
Articulated rigid bodies - linkages
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Passive vs Active dynamics
model of
dynamics
integrator
graphics
control
user
inputs
model of
dynamics
integrator
graphicsuser
inputs
Passive
Active
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Maya, etc support passive dynamics
Particles, deformations (cloth), rigid bodies
Gravity, collisions, friction
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Spring-mass systems
2D meshes = cloth
3D meshes = jello,blobs
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Particle (Mass) System
F(t) = ma
x’’ = F(t)/m - One second order equation
mtF
tv
tv
tx
dt
dY
dt
d
/)(
)(
)(
)(
or:
v’ = F(t)/m - Two first order equations
x’ = v
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Particle (Mass) System
Use Euler Integration to update:
1) Find New Velocity:
2) Find New Position: tttvtxttx )()()(
tm
tFtvttv
)()()(
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Gravity
(mg)
Particle (mass) system
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Gravity
External Force
Particle (mass) system
xtktxf )(),(
Example:
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Vector field
The differential equation
defines a vector field
over x
),( txfx
Differential equation – visual review
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Initial value problem
Given the starting point,
follow the integral curve
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Euler integration
),()()( txtftxttx
Simplest numerical solution method
Discrete time steps
Bigger steps, bigger errors
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Inaccuracy
Error turns this x(t),
a circle into different
spirals defined by
step size
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Inaccuracy
Inaccuracy can lead to
instability
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Midpoint method
a) Compute a “full” Euler step
b) Evaluate f at midpoint, fmid
c) Take a step from the original point
using the midpoint f value:
midtftxttx )()(
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Approximation of Taylor Series
Many kinds of integrators
...!3
)()(
!2
)()(
!1
)()()()(
32
ax
afax
afax
afafxf
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Further rolling out of the Taylor Series leads to:
Fourth Order – Runga-Kutta Integration
Many kinds of integrators
))(,(
)2
1)(,
2(
)2
1)(,
2(
))(,(
)22(6
)()(
34
23
12
1
4321
tktxttfk
tktxt
tfk
tktxt
tfk
txtfk
kkkkt
txttx
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Leapfrog integrator
Instead of
Leapfrog splits as
Many kinds of integrators
mtF
tv
tv
tx
dt
dY
dt
d
/)(
)(
)(
)(
tvxx iii 2/11
tavv iii )2/1()2/1(
)2/1()2/1( ii vvAt i+=1
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Many kinds of integrators
Adaptive Steps
Take a full step and two half steps from starting
point
Compare results
If difference is greater than threshold, then reduce
time step
Else, possibly increase time step
Also, implicit integrator - to be covered
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x0(t)
v0(t)
Particle Physics
x1(t)
v1(t)
mtF
tv
tv
tx
dt
dY
dt
d
/)(
)(
)(
)(
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What is different about rigid body motion?
position,
velocity
rotation
angular velocity
Also, in addition to mass, m,
and rotational inertia, I
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iFtF )(
Net force
x(t)
v(t)
F1F2
F3
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?
)(
?
)(
tF
tv
Yx(t)
v(t)
Body State
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?
)(
?
)(
?
)(
?
)(
tF
tv
tMv
tx
dt
dY
dt
d
Rigid Body Equation of Motion
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Lets represent angular velocity as a vector w(t)
which is both spin direction and speed
Orientation change
How are R(t) and w(t) related?
w(t)
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Angular Velocity
Consider w(t) affect on simple velocity:
xx w
x
wx
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)(
0)()(
)(0)(
)()(0
)( tx
tt
tt
tt
txdt
d
xy
xz
yz
ww
ww
ww
Angular Velocity
Change in x(t) due to w(t) can be specified as:
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)(
0)()(
)(0)(
)()(0
)( tR
tt
tt
tt
tRdt
d
xy
xz
yz
ww
ww
ww
Angular Velocity
w*(t) will be shorthand for this matrix
Change in R(t) due to w(t) is specified as:
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?
)(
)()(
)(
?
)(
)(
)(
*
tF
tRt
tv
tMv
tR
tx
dt
dY
dt
d w
Rigid Body Equation of Motion
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Need to relate w(t) and mass to F(t)
?
)(
)()(
)(
)(
)(
)(
)(
*
tF
tRt
tv
t
tMv
tR
tx
dt
dY
dt
d w
w
Rigid Body Equation of Motion
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Inertia Tensor
IzzIzyIzx
IyzIyyIyx
IxzIxyIxx
tI )(
Relate angular velocity derivative and mass
distribution
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Rigid Body Equation of Motion
?
)(
)()(
)(
)(
)(
)(
)(
*
tF
tRt
tv
t
tMv
tR
tx
dt
dY
dt
d w
w
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?
)(
)()(
)(
)()(
)(
)(
)(
*
tF
tRt
tv
ttI
tMv
tR
tx
dt
dY
dt
d w
w
Rigid Body Equation of Motion
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Rigid Body Equation of Motion
)(
)(
)()(
)(
)()(
)(
)(
)(
*
t
tF
tRt
tv
ttI
tMv
tR
tx
dt
dY
dt
d
w
w
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iFtF )(
Net force
x(t)
v(t)
F1F2
F3
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Net torque
x(t)
F1F2
F3
ii Ftxpt ))(()(
p1
p2
p3
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A few notes on the Inertia Tensor…
IzzIzyIzx
IyzIyyIyx
IxzIxyIxx
tI )(
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dm
r = moment arm
dmrI2
Computing Inertia
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Parallel-Axis
Ix = Iy = 1/12 m (3r2 + l2)
Iz = mr2/2
I = Io + md2
d
Computing Inertia
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Approximating Ibody – Point Sampling
Pros: Simple, fairly accurate
Cons: Expensive, requires volume test
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Inertia tensor varies in world space,
but not in body space for a rigid body
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Rigid Body Equations of Motion
)(
)(
)()(
)(
)()(
)(
)(
)(
*
t
tF
tRt
tv
ttI
tMv
tR
tx
dt
dY
dt
d
w
w
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)(
)(
)()(
)(
)()(
)(
)(
)(
*
t
tF
tRt
tv
ttI
tMv
tR
tx
dt
dY
dt
d
w
w
Rigid Body Equations of Motion
L(t) – linear momentum
H(t) – angular momentum
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Additional forces
Gravitational forces
Wind/air resistance
Collisions/impacts
Friction
Sliding – box on plane
Rolling - wheel
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Forces for collision response
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Articulated rigid bodies
Linked chain of bodies,
Possibly branching
Joint types:
Slider, telescoping
Hinge
Universal Joint
Gimbal
Ball and socket
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Equations of motion often computed
automatically (commercial solvers)
No control = rag doll
Must provide control
Articulated rigid bodies
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