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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 Two, Computer Animation, Special Effects, Industry, Behavior, Relatively Simple, Lots of Particles, Non-Physical Rules, Physical, Exact Situation
Typology: Slides
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A very simple, useful force is the uniform gravity field: It assumes that we are near the surface of a planet with a huge enough mass that we can treat it as infinite As we don’t apply any equal and opposite forces to anything, it appears that we are breaking Newton’s third law, however we can assume that we are exchanging forces with the infinite mass, but having no relevant affect on it
(^02) 0
gravity
2 1 2
gravity
1 2 1 2
The equation describes the gravitational force between two particles To compute the forces in a large system of particles, every pair must be considered This gives us an N 2 loop over the particles Actually, there are some tricks to speed this up, but we won’t look at those
A simple spring force can be described as: Where k is a ‘spring constant’ describing the stiffness of the spring and x is a vector describing the displacement
spring s
As springs apply equal and opposite forces to two particles, they should obey conservation of momentum As it happens, the springs will also conserve energy, as the kinetic energy of motion can be stored in the deformation energy of the spring and later restored In practice, our simple implementation of the particle system will guarantee conservation of momentum, due to the way we formulated it It will not, however guarantee the conservation of energy, and in practice, we might see a gradual increase or decrease in system energy over time A gradual decrease of energy implies that the system damps out and might eventually come to rest. A gradual increase, however, it not so nice… (more on this later)
We can also use damping forces between particles: Dampers will oppose any difference in velocity between particles The damping forces are equal and opposite, so they conserve momentum, but they will remove energy from the system In real dampers, kinetic energy of motion is converted into complex fluid motion within the damper and then diffused into random molecular motion causing an increase in temperature. The kinetic energy is effectively lost.
damp d
v e v e r r r r e = ⋅ − ⋅ − − = 1 2 1 2 1 2 v
t d v Δ − − = 1 2 0 r r
We can also define any arbitrary force field that we want. For example, we might choose a force field where the force is some function of the position within the field We can also do things like defining the velocity of the air by some similar field equation and then using the aerodynamic drag force to compute a final force Using this approach, one can define useful turbulence fields, vortices, and other flow patterns f ∝ f^ ( r^ ) field
The addition of impulses makes a slight modification to our particle simulation: ( ) t t m i i ′ = + ′ Δ ′ = + Δ + = = ∑ ∑ r r v v v f j j j f f 0 0 1 // Integrate to get new velocity& position // Computeallforcesand impulses
Today, we will just consider the simple case of a particle colliding with a static object The particle has a velocity of v before the collision and collides with the surface with a unit normal n We want to find the collision impulse j applied to the particle during the collision