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Computer Animation Algorithms and Techniques

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Computer Animation Rick Parent vave v Physics Review: force, mass, ... of velocities before and after collision Center of Mass Physics Review Linear v ... – PowerPoint PPT presentation

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Title: Computer Animation Algorithms and Techniques


1
Computer AnimationAlgorithms and Techniques
Physically Based Animation
2
Physics Review force, mass, acceleration velocity
, position
m
v
vave
3
Physics Review Gravity
4
Physics Review Other forces
5
Physics Review Spring-damper
Hookes Law
6
Physics Review Momentum
conservation of momentum (mv)
In a closed system, momentum is conserved
After collision has same momentum as before
collision
7
Elastic Collisions
No energy lost (e.g. deformations, heat)
8
Elastic Collisions Kinetic Energy
As in all collisions momentum is conserved
In elastic collisions, kinetic energy is also
conserved
Solve for velocities
9
Inelastic Collisions
Kinetic energy is NOT conserved
10
Inelastic Collisions
Kinetic energy lost to deformation and heat
Momentum is conserved
Coefficient of restitution ratio of velocities
before and after collision
11
Center of Mass
12
Physics Review Linear v. angular terms
Angular Rotation, orientation rotational
(angular) velocity rotational (angular)
acceleration Inertia tensor Torque Angular
momentum
Linear postion velocity acceleration mass Force mo
mentum
13
Change in point due to rotation
- Angular velocity
On-axis or off axis rotation Angular velocity is
the same
14
Delta-orientation due to rotation
15
Change to a point on rotating object
16
Physics Review Angular Stuff
17
Angular Momentum
18
Inertia Tensor
Aka Angular mass
19
Inertia Tensor of particles
Discrete version For particle collection
20
Standard Inertia Tensors
Symmetric wrt axes
Cuboid
Sphere
21
Inertia Tensor transformations
22
The Equations
F
r
Object attributes
M, Iobject-1
If using rotation matrix, will need to
orthonormalize updated rotation matrix
23
Springs
Flexible objects Cloth Virtual springs Proportiona
l derivative controllers (PDCs)
24
Spring-mass-damper system
f
-f
25
Spring-mass system
V3
E23
E31
V2
V1
E12
Force
26
Virtual edge springs system
27
Angular springs
Linear spring between vertices
Dihedral angular spring
28
Spring mesh
Each vertex is a point mass
Each edge is a spring-damper
Diagonal springs for rigidity
Angular springs connect every other mass point
Global forces gravity, wind
29
Virtual springs soft constraints
30
Proportional (Derivative) Controllers
e.g., particle reacts to other forces while
trying to maintain position on curve virtual
spring
31
Particle systems
Lots of small particles - local rules of
behavior Create emergent element Particles Do
collide with the environment Do not collide with
other partcles Do not cast shadows on other
particles Might cast shadows on environment Do
not reflect light - usually emit it
32
Particle system
Collides with environment but not other particles
Particles midlife with modified color and shading
Particles demise, based on constrained and
randomized life span
Particles birth constrained and time with
initial color and shading (also randomized)
source
33
Particle system implementation
  • STEPS
  • for each particle
  • if dead, reallocate and assign new attributes
  • animate particle, modify attributes
  • render particles

Use constrained randomization to keep control of
the simulation while adding interest to the
visuals
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