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DURING THE COURSE WORK OF MY MS, I LEARN ABOUT THE ANIMATION AND THIS LECTURE SLIDES OF THIS COURSE WORK OF "Computer Animation" HAVE THE IMPORTANT POINTS:Particle Systems Three, Computer Animation, Special Effects, Industry, Behavior, Relatively Simple, Lots of Particles, Non-Physical Rules, Physical, Exact Situation
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Forward Euler Integration Actually, it will work either way Both methods make assumptions about what happens in the finite time step between two instants, and both are just numerical approximations to reality As _t approaches 0, the two methods become equivalent At finite _t, however, they may have significant differences in their behavior, particularly in terms of accuracy over time and energy conservation As a rule, the forward Euler method works better In fact, there are lots of other ways we could approximate the integration to improve accuracy, stability, and efficiency
Forward Euler Integration One area where the forward Euler method fails is when one has very tight springs A small motion will result in a large force Attempting to integrate this using large time steps may result in the system diverging (or ‘blowing up’) Therefore, we must use lots of smaller time steps in order for our linear approximation to be accurate enough This resorting to many small time steps is where the computationally simple Euler integration can actually be slower than a more complex integration scheme that costs more per iteration but requires fewer iterations We will look at more sophisticated integration schemes in future lectures
Particle Systems
Particles In physics, a basic particle is defined by it’s position, velocity, and mass In computer animation, we may want to add various other properties:
Creation & Destruction
Creation Rules
Creation Rules
Randomness An important part of making particle systems look good is the use of randomness Giving particle properties a good initial random distribution can be very effective Properties can be initialized using uniform distributions, Gaussian distributions, or any other function desired
Particle Rendering
Points Lines (from last position to current position) Sprites (textured quad’s facing the camera) Geometry (small objects…) Or other approaches…