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CS7057: REAL-TIME PHYSICS MSc in Computer Science (Interactive Entertainment Technology) 2015-16 Lecture: Dr. Michael Manzke([email protected] | Room 0.01 Lloyd Building) 18/01/2016 CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE

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Page 1: CS7057: REAL-TIME PHYSICS · 2016. 1. 27. · 8 Feb LAB: NARROW PHASE Collision Response 15 Feb LAB: COLLISION RESPONSE Bounding Volume Hierarchies 22 Feb LAB: marking Beyond Rigid

CS7057: REAL-TIME PHYSICSMSc in Computer Science (Interactive Entertainment Technology) 2015-16Lecture: Dr. Michael Manzke([email protected] | Room 0.01 Lloyd Building)

18/01/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE

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2 COURSE MATERIALS

Module webpage: https://www.cs.tcd.ie/Michael.Manzke/index.php/mm-teaching/msc-taught/cs7057 Lecture Slides Labs Readings from the course

Submission and feedback TBC

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3 LEARNING OUTCOMES

On Completion of this course, Students should be able to: Outline and describe the architecture and components of a physics-

based motion pipeline that would be employed in a typical game. Discuss and explain basic rigid body dynamics and the mechanics of

deformable systems. Analyze and compare different approaches for collision detection

and collision response of rigid and deformable objects. Build a real-time rigid body simulation system for convex polyhedra. Discuss state-of-the art issues in real-time physics in the IET industry

18/01/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE

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4 RELEVANT REFERENCES

Baraff, Witkin and Kass “Physically based Animation Course Notes” –Siggraph 2001 http://www.pixar.com/companyinfo/research/pbm2001/

Mueller, James, Theurey, Stam “Real-time Physics” – Siggraph 2008 http://www.matthiasmueller.info/realtimephysics/index.html

Kenny Erleben - “Physics based animation”David H.Eberley - “Game Physics Engine Development”

Ian Millington – “Game Physics Engine Development”Eric Lengyel – Mathematics for 3D Game Programming and Computer Graphics

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5 ASSESSMENT

100% based on coursework ~55% Labs Weekly demos Final Cumulative submission Including: Video, written report, Source code

~40% Final Assignment ~5% End of Term Assessment

IMPORTANT NOTE: All work is expected to be done individually. Where other help or sources are used theseshould be duly referenced. Students are expected to familiarise themselves with and abide by college’sregulations on plagiarism.

Unless otherwise stated a penalty of 20% per day will be incurred for late submission

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01: INTRODUCTION TO PHYSICALLY BASED MODELLING18/01/2016

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7 PHYSICALLY BASED MODELLING

A form of Procedural Modelling

Synthesize motions of inanimate objects due to external forces

Motivations: Realism / plausibility Automation Interaction

Jenga App © 2010, NaturalMotion

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8 APPLICATION AREAS

Virtual reality; design prototyping Assembly planning

Interactive computer animation

Surgical simulation;

preoperative planning

Computational robotics;

manipulationVideo games Scientific

visualization Education

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9 STATE OF THE ART (COMMERCIAL)

LucasArts’ Star Wars – The Force Unleashed [2008] featured 3 different state-of-the art simulation technologies in industry

Havok Physics : for gameplayrigid body dynamics physics

NaturalMotion Euphoria for physically responsive non-player character behaviour

Pixelux DMM for deformable and destructable effects physics

Tech Trailer: http://www.gametrailers.com/video/unleashing-the-star-wars/29964

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10 THE FORCE

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11 SOME PHYSICS ENGINES

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12 STATE OF THE ART (RESEARCH)

Deformable Objects © Ron Fedkiw

There is a vast amount of researchliterature in Physically BasedAnimation that deals with highlycomplex effects that is not yet fullyexploited in games

Character Physics ©Michael NeffFluid Animaton © Cem Yuksel Melting and flowing © Carlson etl

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13 TYPES OF ANIMATION

Procedural• Rule-based• Automated• Synthesised

Procedural• Rule-based• Automated• Synthesised

Data Driven• Performance

Capture

Data Driven• Performance

Capture

Scripted• Manually

authored • Interpolated

key frames

Scripted• Manually

authored • Interpolated

key frames

Predator animation is © Adriano Rinaldi [http://web.tiscali.it/maya_tutorial/]

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14 PROCEDURAL ANIMATIONAnimation is encoded in a set of rules.

Mathematical models are employed to define motions

Procedural Animation

Behavioural Animation

Physically-based

Animation

Particle Systems Rigid Bodies Deformable

Objects Fluids

Ad-hoc Procedural Animation

Discussed in Real-time Animation or

Autonomous Agents

i.e. Anything not explicitly

physically based e.g.

splines

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15 PHYSICALLY BASED ANIMATION

Inverse Kinematics:

given positions, find orientations

Forward Kinematics:

given orientations, find

positions

Inverse Dynamics: given the start and end

points (i.e. the motion), what are

the forces

Forward Dynamics: given

the start conditions and

forces, calculate the motion

Kinematics: describes motion without considering forces that cause it

Dynamics: describe motion taking into account mass and forces

Most relevant for interactive

apps

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16 DYNAMIC SIMULATION

Rules of physics used to calculate motion

Take into account... Forces e.g. Friction, Gravity,

Buoyancy, Elasticity Collisions / spatial occupancy

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17 MOTIVATIONS

Why use Physically based models?

Inherits advantages from procedural animation Non-linear experiences: unlimited possibilities from relatively small

amount of manual content creation Non-deterministic

Extends procedural animation with real-world physical constraints Relatively well defined (even mathematically) Discrete representations exist – can encode this in programs Finite set of rules and parameters

Plausible (hopefully)

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18 GAME PHYSICS

Relatively small number of basic concepts are re-used for most game physics: Newton’s laws of motion Stress and Strain: deformable models Navier Stokes equation: fluids

Major challenge is in finding numerical solutions that are sufficiently complex and sufficiently generalizable

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19 CLASSES OF GAME PHYSICS

Game PhysicsGame

PhysicsOff-line Physics• e.g. Cinematics / cutscenes• Pre-calculated• Pre-rendered

Off-line Physics• e.g. Cinematics / cutscenes• Pre-calculated• Pre-rendered

Pre-computed Physics• Canned Physics• Secondary Animations e.g. some character animations

Pre-computed Physics• Canned Physics• Secondary Animations e.g. some character animations

Faked Physics•Geometric procedures resembling Physics•e.g. some water animations

Faked Physics•Geometric procedures resembling Physics•e.g. some water animations

Effects Physics• Live Secondary Animations• One-way Interaction• e.g. Particle effects, cloth

Effects Physics• Live Secondary Animations• One-way Interaction• e.g. Particle effects, cloth

Gameplay Physics• Fully interactive• Affects the user

Gameplay Physics• Fully interactive• Affects the user

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20 EFFECTS PHYSICS

Havok FX Demo © 2005 Havok18/01/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE

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21 GAMEPLAY PHYSICS

19621958 1972

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22 IN-GAME PHYSICS

Efficiency:• on-the-fly real-time

computation

Plausibility:• not necessarily accurate

or real, but convincing

Fidelity:• model reasonably

complex phenomena to make it worthwhile

Robustness:• run unsupervised over

many frames without exploding

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23 BASIC ANIMATION LOOP

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24 BASIC PHYSICS LOOP

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25 BASIC PHYSICS LOOP (2)

Apply forces and update state of object based on

forces

Check if objects are intersecting

Apply collision forces/impulses

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26 PHYSICS STATE VARIABLES & CONSTANTS

Position Mass

Velocity Acceleration / Forces

Orientation Moments of Inertia

SpatialOccupancy

Centre of Mass

Angular Velocity Torque

Plasticity Elasticity

Density Viscosity

Opacity Texture

Friction ...

F

v

p

m

F

v

p

M

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27 COLLISION DETECTION

Collision Detection and Intersection testing

check if an object intersects another – a common operation in computer graphics

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28 COLLISION DETECTION

A diverse problem (lots of special cases) but not extremely difficult to solvee.g.  Lots of Intersection Source Code Available Here: http://www.geometrictools.com/LibFoundation/Intersection/Intersection.html

Sphere‐sphere

Sphere‐plane

Polygon‐polygonTriangle‐Triangle

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29 PROBLEM: COMPLEXITY

Current graphical data sets are generally more detailed than we wish to deal with for collision detection.

Possible solution: Use simplified representation. (Even this is generally overkill for game physics)

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30 COLLISION PROXIES

e.g. Hit boxes commonly used in games approximate the actual mesh.

Counterstrike (Mod), 1999... sometimes they do (right)

Halflife, 1998

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31 COLLISION PROXIES

Havok Example: • All physics objects are approximations of

display meshes.• Finer Rag-doll collision proxy for character

used in effects physics interactions with objects in scene.

• A much coarser bounding ellipsoid proxy used for navigation (yellow blob below)

Images © Havok 200718/01/2016CS7057: REALTIME PHYSICS (2015-16) - JOHN DINGLIANA PRESENTED BY MICHAEL MANZKE

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32 DYNAMICS PROXIES

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33 TWO PHASE COLLISION DETECTION

• Per-object : coarse culling of non-colliding cases

Broad phase

• Pair-wise between objects• Per-feature• Narrow-in on collision –

calculate finer features e.g. collision manifold, penetration depth

Narrow phase

Acceleration strategy: cull trivial cases (discussed in more detail later in the module)

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34 BOUNDING VOLUMESUse a coarse over approximation of the object i.e. A bounding volume (conservative overestimate) that is geometrically much simpler than the object. Only do more detailed intersection tests if bounding volume intersects.

Image from Real-time Collision Detection – by Christer Ericson

Types of bounding volumes: sphere, axis-aligned bounding box (AABB), oriented bounding box (OBB), eight-directiondiscrete oriented polytope (8-DOP) and convex hull

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35 BOUNDING VOLUME HIERARCHIES

Hierarchical, multi-resolution representations of objects. Enables Progressive Culling: Starting at root, only check children if this collides Repeat until we get to finest level then do triangle checks

Levels of an AABB Tree Hierarchy

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36 COLLISION RESPONSE

Once objects are found to be colliding collision process applies forces/impulses to stop them intersecting to create plausible physically based reactions.

Key Concerns in Interactive Physics: Robustness: response must assure

system remains stable in all possible states Plausibility: response to collision must

be believable Efficiency: physics processing must

be fast enough to enable real-time frame ratesImpulses Resting

contact Constraints Friction

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37 DEFORMABLE OBJECTS

Soft BodiesCloth

FractureHair

Images © Ron Fedkiw (http://physbam.stanford.edu/~fedkiw/)

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38 FLUIDS

Images © Ron Fedkiw (http://physbam.stanford.edu/~fedkiw/)

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39 TENTATIVE LECTURE PLAN

MON THURS

18 Jan Introduction Particle Systems Rigid Bodies

25 Jan LAB: RIGID BODIES Collision Detection

1 Feb LAB: BROAD PHASE Collision Detection 2

8 Feb LAB: NARROW PHASE Collision Response

15 Feb LAB: COLLISION RESPONSE Bounding Volume Hierarchies

22 Feb LAB: marking Beyond Rigid Bodies

Reading Week 29 February – 4 March

7 Mar FINAL PROJECT MEETINGS Multi-collisions

14 Mar Deformable Objects, Cloth, Deformable Collisions

21 Mar Fluid Simulation, Eulerian Models

28 Mar Easter Monday Destruction/Fracture, Characters Physics, Hair

4 Apr FINAL ASSIGNMENT PRESENTATIONS

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40 PLANNED ASSESSMENT

Weekly Labs Particle Systems ~10% Rigid-body Animation: ~10% Broad-phase Collision Detection: ~10% Narrow-phase Collision Detection: ~10% Collision Response: ~10%Cumulative Lab Submission ~5% Rigid body engine & particle system Youtube Video Report Source code (for the record: not marked based on this)

Final Project: ~40%End of Term Assessment: ~5%

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