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Dynamics Simulation A Survey

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analytical method for finding forces btw polyhedral bodies based on linear programming 89 ... primary constraints ; equality constraints btw bodies ... – PowerPoint PPT presentation

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Title: Dynamics Simulation A Survey


1
Dynamics Simulation- A Survey -
  • ???????/????
  • 1997. 12.
  • ? ? ?

2
Contents
  • Introduction
  • Preliminary
  • Particle simulation
  • Rigid body simulation
  • Articulated figure
  • Dynamics simulation in VR
  • Conclusion

3
Introduction
  • Dynamics
  • describes real world simulations
  • very large, complex description
  • considers all environments variables such as
    gravity, friction and etc.
  • Dynamics simulation
  • object has force, torque and etc.
  • generates realistic motion
  • different from kinematic, behavior simulation

4
Preliminaries
  • Physical simulations
  • acceleration-based (penalty method)
  • spring model, overlapping
  • velocity-based (analytic method)
  • contact force model (contact but not overlap)
  • position-based
  • potential energy function (lower energy)
  • Representations
  • particle - no mass
  • polyhedra
  • surface

5
Preliminary
  • Solving methods
  • Euler method
  • Midpoint method

6
Particle simulation (1/5)
  • The Planet Jupiter Yaeger86
  • particle generation
  • composites several images and converts to
    particle
  • fluid dynamics
  • atmosphere fixed velocity, incompressible, no
    vertical motion
  • vorticity derived from the velocity of
    atmosphere
  • the velocity of the particle bilinear
    interpolation of the velocity grid
  • efficiency double-buffered I/O, vectoring
    operations(Cray)

7
Particle simulation (2/5)
  • Data parallel computation Sims90
  • particle
  • position(head, tail), velocity, radius, color,
    opacity
  • one particle is creating by allocating a new CM
    virtual processor
  • particle behavior language
  • an animator with levels of control
  • operations position, velocity initialization,
    applied velocity(vortex, translate randomly),
    acceleration(gravity,spiral, etc.)
  • particle rendering
  • dicing into fragments parallel processors
  • sorting fragments by pixel and depth

8
Particle simulation (3/5)
  • Turbulent wind field Stam93
  • model
  • density distributions of particles
    (advection-diffusion eq.)
  • wind field
  • large scale simple wind field primitives
    (viscous fluid)
  • small scale 3D random vector field varying over
    space and time (inverse FFT)
  • rendering
  • subdivide the ray into N disjoint intervals
  • ray tracing for scattering effect

9
Particle simulation (4/5)
  • Diffusion process Stam95
  • model density, temperature, velocity, radiative
  • wind field
  • advects(by velocity) and diffuses(by temperature)
    blobs of density over time
  • diffusion
  • blob warping method

10
Particle simulation (5/5)
  • The motion of a hot, turbulent gas Foster97
  • gas model
  • interacts with solid objects
  • volume representation (scalar temperature,scalar
    pressure,vector velocity)
  • simulation
  • due to convection(velocity), drag(each other),
    thermal buoyancy(temparature)
  • subdivide the environment into regular voxels
  • use boundary conditions for special effects
    close to object, gas cells next to boundary are
    heated

11
Rigid body simulation(1/5)
  • Non-penetrating rigid bodies Baraff89-92,94
  • analytical method for finding forces btw
    polyhedral bodies based on linear programming 89
  • calculating correct contact forces
  • non-penetration constraints
  • linear programming (conditions are linear)
  • heuristic solution methods
  • guess contact points(vanishing) equal empty
  • predicting a non-empty contact points
  • finding approximations
  • dealing with incorrect predictions
  • calculating forces given contact points

12
Rigid body simulation(2/5)
  • The contact forces btw curved surfaces 90
  • surface twice-differential, without boundary
  • body polyhedra convex curved surfaces
  • collision detection contact points
    determination
  • collision separating method
  • contact points Newtons method (quadratic model)
  • contact forces determination
  • characteristic function - geometric constraint
  • positive semidefinite linear complementary
    problem
  • Lemkes algorithm

13
Rigid body simulation(3/5)
  • the motion of contacting bodies with friction 91
  • the Coulomb model of friction static or dynamic
  • dynamic friction Lemkes algorithm
  • contact force determination for static friction
  • approximation using the algorithm developed for
    simulating dynamic friction
  • quadratic programming - the iterative technique
    for solution
  • the dynamic simulation of flexible bodies 92
  • first- and second-order polynomially deformable
    bodies
  • collision detection some number of triangular
    patches
  • fast contact force computation 94
  • a mix of contact points with static and dynamic
    friction
  • inequality-constrained nonlinear minimization
    problem

14
Rigid body simulation (4/5)
  • Placing curved surfaces Snyder95
  • object patches parametric surface
  • assumptions
  • no velocity, only one body moves
  • computing points of contact
  • converging to a stable config.
  • compute external pseudo-forces
  • gravity, local, connect
  • updating body placement
  • external forces
  • residual forces
  • friction forces

15
Rigid body simulation (5/5)
  • Spheres and polyhedra Milenkovic96
  • generate piles or clumps of many objects
  • linear programming
  • smooth convex decompositions
  • the union of a finite number of convex sets with
    smooth boundaries
  • Minkowski sum
  • computes the minimum energy configurations
  • if energy function is linear, it can be
    accomplished using linear p/g
  • eg)
  • simplex method 80-90 optimal solution

16
Articulated figure (1/6)
  • Goal-directed, human walking Bruderlin89
  • fundamental parameters for locomotion
  • forward velocity, step length, step freq.
  • KLAW(Keyframe-Less Animation of Walking)
  • high-level step constraints (duration, final
    leg angles)
  • normalization formula
  • symmetry of steps - use step length, compute the
    final conditions
  • state-phase timings - use step freq., the
    duration of stance and swing
  • middle-level approximation forces and torques
  • the coordination of motion
  • states(double support, single support), phases
    (stance, swing)
  • low-level generates actual motion
  • lower body dynamics (lower body angles)
  • upper body kinematics (arm swing, pelvic
    movement)

17
Articulated figure (2/6)
  • Autonomous legged locomotion McKenna90
  • CORPUS - A dynamic locomotion simulator
  • gait(the sequence of the legs stepping and
    standing) controller
  • coordinates the gait
  • each leg is assigned an oscillator(rhythmically
    triggers the leg to step)
  • reflexes(trigger or retard) are modeled as
    conditional units
  • motor programs
  • generate the forces required stepping and stance
  • stepping program compute the forces to lift the
    leg up and forward
  • stance program supplies the forces needed to
    support the body via legs and propel it forward
  • dynamic simulator
  • compute the accelerations of the joints

18
Articulated figure (3/6)
  • Dynamic legged locomotion Raibert91
  • animation process
  • desired behavior speed, gait, path, etc.
  • control actuators
  • hopping - altitude of the hop
  • speed - find displacement and determine the joint
    angles
  • posture - generate torques
  • modeling
  • a tree of rigid bodies connected to joints
  • next state finite state machine
  • the equations of motion were integrated
    using Eulers method

19
Articulated figure (4/6)
  • Sensor-actuator networks van de Panne 93
  • configurations
  • simple sensors and actuators
  • sensors touch, angle, eye, length
  • actuator angle, length
  • SANs
  • provide control by connecting sensors to
    actuators through a network of weighted
    conn.
  • network synthesis
  • Phase 1 random generation and evaluation
  • Phase 2 fine tuning
  • adjust weights

20
Articulated figure (5/6)
  • Lagrange Multipliers Baraff 96
  • characteristics
  • treat bodies, forces and constraints as
    anonymously as possible
  • does not rely on matrix bandwidth
  • bodies need not be rigid
  • formulation
  • primary constraints equality constraints btw
    bodies
  • auxiliary constraints inequality constraints
  • smaller, dense matrices block-matrix
  • eg) bodys dimension - the number of d.o.f.
  • solving sparse matrix O(n)

21
Articulated figure (6/6)
  • Human athletics adapting behavior
    Hodgins95,97
  • human athletics
  • dynamic behaviors
  • state machine - determine the control actions
  • transition event - by active leg
  • higher-level behaviors group behaviors
  • secondary motions
  • simulated sweatpants and splashing water (elastic
    model)
  • adapting behavior
  • control system parameters are scaled
  • size, mass, moment of inertia
  • find-tuned using search process
  • forward speed, flight duration, balance

22
Dynamics simulation in VR
  • Difficulties
  • object/environment representation
  • simulation time-step
  • Solutions
  • preprocessing
  • parallel computation
  • special purpose hardware

23
Conclusion
  • Dynamics simulation
  • particle
  • rigid body
  • articulated figure
  • More advanced simulation techniques are needed
    for VR
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