The Physics That BroughtCel Damage to Life: A Case Study : The Physics That Brought Cel Damage to Life: A Case Study David Wu, Director of Technology, Pseudo Interactive Inc. GDC 2002
Introduction: Introduction When I first starting programming Game Physics I had certain beliefs:
If I am not careful people will steal my great ideas
Programming is a battle
Developer Vs Developer
Whomever has the best physics code wins
Introduction (cont): Introduction (cont) Since then I have learned:
My great ideas are not that great
Programming is a battle
Developer Vs Physics
Physics usually wins
Introduction (cont): Introduction (cont) Without furtur ado - the goals of this lecture:
To Share with you our not so great ideas
To help build the numerical arsenal of programmers around the world in hopes that one day we will win.
Motivation: Motivation Together we will move mountains…
We will conserve momentum!
We will make great Games!
We will show the world that physics can be fun!
And if all goes well - our integrators will not explode!
Motivation (cont): Motivation (cont) Are you motivated yet?
Motivation (cont): Motivation (cont) Now go and motivate your producer
Convince her that Physics will make a better game
You will Sell More units
Programmers will think that you are cool
P.I.T.A: P.I.T.A “Pseudo Interactive Technology Arsenal”
Programmers like to name their engines
No one else cares.
That doesn’t stop us.
The PITA Pipeline: The PITA Pipeline -Collect Input
-Collision Detection
-Logic and AI
-Integration
-Render+Network Output
-Rinse, Lather and repeat
Easy as PI
The PITA Pipeline: The PITA Pipeline Their are two key opponents that you must defeat to build a successful physics system.
Once you have them nailed, you’ve won 96% of the battle.
These opponents are:
Numerical Integration
Degrees of Freedom
This battle is the focus of my lecture
DOF: DOF Its all about “DOF”
aka “Degrees of Freedom”
Game entities are described in terms of their DOF
The Rendering Engine draws DOF wraped in tri-strips
The Network system sends DOF to your friends and enemys.
The Integrator changes the DOF over time
The Collision detection system determines incompatible DOF
AI attempt to control DOF
DOF make the world go around
DOF make your game fun!
DOF Example: DOF Example Sheep
DOF Example: DOF Example Constraint Model
6 DOF Rigid bodies joined by constraints
24 DOF
-9 DOF in Constraints
DOF Example: DOF Example Independent coordinates
Each part described by a minimal DOF representation
i.e. Euler Angles
15 DOF
No Contstraints
DOF Example: DOF Example Natural Cartesian Coordinates
DOF are described by N points in space connected by constraints
Mostly –1 DOF rod constraints
39 DOF
-24 DOF of contstraints
No Angular anything
Numerical Integration: Numerical Integration The main weapon in pita’s numerical arsenal
With a good integrator you can accomplish anything.
Implicit Euler is like a Nuclear Missile:
sloppy
sometimes overkill
robust
effective
handles everything that you throw at it
The Process:: The Process: All DOF are collected into a global state vector
Q and its derivative Q’
Q is positiion
Q’ is velocity
All external influences are collected as potentials
forces, springs, constraints, contacts
give rise to a force vector F
Boom!
the integrator does it’s stuff
You are left with new Q and Q’ vectors. Qt1, Qt1’ Constraints
Forces
Contacts
Potentials
Actuators
Qt0
Qt0’ BOOM!
(integration) Qt1
Qt1’
The Pita Paradigm: The Pita Paradigm To formulate the problem of dynamics simulation in such a way that it might be solved in real time. pita requires that a few Axioms be accepted on Faith alone.
These axioms serve as the foundation for the Implicit Euler Integration Scheme.
Axiom #2: Axiom #2 Time is Discrete
The sampling resolution is 30hz
i.e.
t0,t1,t2 are instances in time
each instance is separated by 1/30 seconds
Europeans are a little slower, at 25hz
Axiom #3:: Axiom #3: Acceleration occurs during short impulses
Like a Dirac Delta Function.
You have you state vector at time t0: Qt0, Qt0’
Bang
Q’’ occurs, Q’ jumps by Q’’*dt;
Q’ is then constant throughout the time step
Q is piecewise linear
Qt1’ = Qt0’ + Q’’*dt
Qt1 = Qt0 + Qt0’*dt + Q’’*dt2
Not Qt1 = Qt0 + Qt0’*dt + ½*Q’’*dt2
Axiom #4: Axiom #4 The Acceleration at time t0 satisfies Newton’s second law at time t1
Ft1 = Mt1*Q’’
Mt1*Q’’ – Ft1 = 0
like F=MA but better
The Equations of Motion: The Equations of Motion We can think of the implicit Euler equations as constraint equations acting on our DOF.
At first you might think:
Constraint Equations? Those are the bad guys right?
Constraint Equations are like mercenaries, sometimes you have to fight them, sometimes you can use them to eliminate your opponents.
In our case we will use them against our foes, we will use them to eliminate some redundant DOF, namely acceleration (Q’’)
The Equations of Motion: The Equations of Motion The equations of motion then become:
Mt1*Qt1’ – Mt0*Qt0’ – Ft1*dt = 0
Looks like conservation of momentum:
MVt1 = MVt0 + integral(F)dt
Now that we’ve eliminated acceleration and we know that
Qt1 = Qt0 + Qt1’*dt
we can focus our efforts on computing Qt1’
the velocities at the next time step
The Sheep: The Sheep Now we are ready to model the dynamics of the Sheep.
We will use natural cartesian coordinates.
Q is a vector of 13 3d points
q0,q1,q2 .. q11
36 DOF
Q’ is a vector of 13 3d velocities
q0’,q1’,q2’ .. q11’
The Plan of attack: The Plan of attack Guess what Qt1’ might be
Determine what Qt1 would be for this Qt1’:
Qt1 = Qt0 + Q’t0*dt
Each point of the Sheep is moved using its candidate velocity
Compute the inverse dynamics term:
Mt1*Qt1’- Mt0*Qt0’
Compute the sheep’s new momentum and subtract its previous momentum
The Plan of attack (cont): The Plan of attack (cont) Compute the external forces resulting from this new state vector, Ft1
Loop through the Rods holding the Sheep together, compute their forces
Apply gravity
Apply contacts and other forces
Determine the error, or Residual:
R(Qt1) = Mt1*Qt1’- Mt0*Qt0’ – Ft1*dt
If R(Qt1) == 0
Qt1’ is valid for this time step
we are done!
If not, take another guess for Qt1’ and try again.
Will it Work?: Will it Work? You might be thinking:
“This plan sounds a little Dodgy”
or
“I am not convinced that the Tinker Toy Sheep model is an accurate representation of a real two legged sheep”
I claim that this method is theoretically sound and will produce correct Dynamics for a system governed by the previously stated Axioms.
Three Key Concepts:: Three Key Concepts: Kinematics
Steps Qt0 to Qt1
Defines the relationship between Q and the Sheep
Inertia
Defines the relationship between forces and accelerations
Integrate w.r.t. time and you have the relationship between momemtum and impulses
Potentials
Potentials are anything that might give rise to external forces
Gravity, constraints, collisions, contacts, actuators, etc.
All potentials must be able to determine their force vector for a given Sheep Configuration at a given time.
The DOF Interface: The DOF Interface This framework is general in that it can handle any selection of DOF
In Cel Damage we use a number of different DOF representations, the only code required by each is Kinematics, Inertia and Potentials.
Interface IDof
-Kinematics
-Inertia
-Potentials Particles Rigid Bodies Articulated Figures Finite Elements
Kinematics:: Kinematics: Kinematics relates the Sheep’s DOF to it’s body. For any selection of DOF there are unique Kinematic equations relating any point on the Sheep to some function of the DOF
The sheep has 4 Rigid parts
head body, leg0, leg1
Each part has four points embedded in it, which describe its DOF
The points uniquely define position, orientation, velocity and angular velocity of each part.
Kinematics:: Kinematics: The Center of Mass of the head is at a position defined by a linear combination of the points q0,q1,q2,q3;
C = 0.4*q0 + 0.1*q1 + 0.2*q2+ 0.3*q3
Similarly, the velocity of the head’s center of mass is:
V = 0.4*q0’ + 0.1*q1’ + 0.2*q2’ + 0.3*q3’
The numbers (0.4, 0.1, 0.2,0.3) are the barycentric coordinates of the head’s center of mass.
This transform can be referred to as the Jacobian J:
[0.4 0 0 0.1 0 0 0.2 0 0 0.3 0 0 ]
[ 0 0.4 0 0 0.1 0 0 0.2 0 0 0.3 0 ]
[ 0 0 0.4 0 0 0.1 0 0 0.2 0 0 0.3 ]
Vhead = J*Q’
Kinematics:: Kinematics: This transform can be referred to as the Jacobian J:
[0.4 0 0 0.1 0 0 0.2 0 0 0.3 0 0 ]
[ 0 0.4 0 0 0.1 0 0 0.2 0 0 0.3 0 ]
[ 0 0 0.4 0 0 0.1 0 0 0.2 0 0 0.3 ]
And the velocity mapping is:
Vhead = J*Q’
Inertia: Inertia The Inertia of the Sheep is a 36x36 sparse tensor “M”.
The tensor of Inertia can be derived by analytic integration within the volume of the sheep.
Conceptually, At each point in the sheep you take the infinitesimal bit of volume, multiply it by the Sheep’s density at that point in space, and project it onto the DOF that move the point, weighted by a Jacobian.
J*m*Jt
Inertia: Inertia You can think of this as scattering little bits of mass across the Sheep’s DOF, or spray painting the Tensor M.
Computation of the Inertia Tensor may take a fair bit of processing, but the Inertia Tensor for this selection of DOF is constant. The alternative DOF representations of the Sheep mentioned earlier vary with the state vector Q and must be updated or recomputed whenever Q changes.
Constraints: Constraints Each rod constraint maintains a fixed distance between two points:
|q1 – q0| - L = 0
We approximate this using a very stiff linear springs. Its potential energy is:
½ k*(|q1 – q0| - L)^2
K is very large.
Doing a little differentiation we get the Force Applied:
f0 = (q1-q0)/|q1-q0| *k* (L - |q1-q0| )
f1 is –f0
This is a non-linear function dependant on (Q)
Constraints: Constraints If someone asks you what you are doing, don’t admit that you are using penalty methods.
Tell them that it’s Quadratic Programming – you are using an interior point method.
While she ponders this claim, switch topics.
Talk about just how much designers enjoy over-determined systems, and how Lagrange Multipliers perform in these situations.
Solving:: Solving: As it turns out, random guessing is not the fastest way to find a valid Q t1’.
More sophisticated techniques such as the Conjugate Gradient Method or Newton’s Method are usually a better choice.
If we do a little hand waving we can repose our Qt1’ guessing as a Mathematical Optimization problem. The Mathematical Optimization people have come up with all sorts of neat ways to minimize scalar functions, we will exploit their research to help fight the battle.
Solving:: Solving: The Residual R(Qt1’) is Disguised to look like a Scalar function:
½ R(Qt1’)t* R(Qt1’)
This function is minimized when it’s gradient is 0
Mt1*Qt1’- Mt0*Qt0’ – Ft1*dt ==0
We can trick the optimizer into finding a valid Qt1’ for which
R(Qt1’) == 0
The solution to the forward dynamics equations!
Jacobi Iterations:: Jacobi Iterations: The essential concept is to “divide and conquer”.
We know how to solve one point in isolation, so we just ignore the system coupling and solve each point independently.
Here is our Jacobi plan to take on the sheep:
Split up
Squadron #0 takes on the first point of the rear leg
Squadron #1 takes on the second point of the body
Squadron #2 takes on the first point of the head
etc.
Jacobi Iterations:: Jacobi Iterations: Many people start with Jacobi iteration, even if they don’t know what Jacobi iteration is.
It is intuitive and often faster than random Guessing
Jacobi is a nice way to prototype systems, it is easy to implement, it parallelizes well, and it requires little memory for high DOF systems.
From a practical standpoint Jacobi iterations are a good way to pre-condition your system for the Conjugate Gradient Method, but not suitable as a general solver for real-time dynamic simulation in most games.
Gauss Seidel: Gauss Seidel A variant on Jacobi iterations, adds some communication between squadrons.
Squad #0 tells Squad #1 it’s results. Sometimes
This helps to prevent some of the ping-pong stale mates seen with Jacobi Iteration.
Successive Over Relaxation: Successive Over Relaxation If you are dead set on using a Jacobi or Gauss Seidel you should look into the literature on SOR
SOR is a variant that is finicky but effective for certain problems
Steepest Descent: Steepest Descent A problem with the Jacobi method is that when you solve one batch of DOF, other DOF become unsolved.
I.e.
While you attempt to eliminate the residual for p1’s DOF p0 re-spawns.
First you eliminate the residual for p0
Steepest Descent is like Jacobi iteration without the divide and conquer part.
We attack all of the DOF at once.
To find a better Q’ we pick a search direction: S, and walk in this direction until we reach the point where the residual is minimal.
Steepest Descent: Steepest Descent To find a better Q’ we pick a search direction: S, and walk in this direction until we reach the point where the residual is minimal. find the scalar ‘p’ that minimizes:
R(Q’ + p*S)t*R(Q’ + p*S)
for the search direction S
p is the distance along S that you walk.
Steepest Descent: Steepest Descent Using this strategy we can keep tabs on all DOF at once
hopefully, no one will respawn when we are not watching.
The search direction that we choose is simply the residual:
R(Qt1’) = Mt1*Qt1’ – Mt0*Qt0’ - Ft1
The following example illustrates the choice we have made for the residual:
The sheep’s ear is being pulled with a force (1, 0, 0), but is momentum has changed by (0,1,0), we will search in a direction that should move the momentum towards 1,0,0, namely (1,-1,0) which is the residual.
Steepest Descent: Steepest Descent The following example illustrates the choice we have made for the residual:
The sheep’s ear is being pulled with a force (1, 0, 0)
its momentum has changed by (0,1,0)
we will search in a direction that should move the momentum towards 1,0,0
namely (1,-1,0)
which is the residual.
The Conjugate Gradient Method: The Conjugate Gradient Method The conjugate Gradient method uses information from previous search directions to help guide the selection of future search directions
The second search direction is chosen such that it does not step on the toes of the first search
The Conjugate Gradient Method: The Conjugate Gradient Method If your system is quadratic, the sequence of residuals resulting from each step are mutually conjugate with respect to the Hessian of the quadratic
In practice the equations of motion resemble quadratics near the solution
This is the method that I used for Cel Damage Xbox
Newton’s Method: Newton’s Method If the system resembles a quadratic, why not just pick a search direction that will solve the quadratic in one step?
This is the rationale behind newtons method
Newton’s Method: Newton’s Method We can approximate the residual:
R(Qt1’) = Mt1*Qt0’ – Mt1*Qt1’- Ft1
With a first order power series:
R(Qt1’) ~= R(Qt0’) + d/dQ’R(Qt0’)*(Qt1’ – Qt0’)
This is a linear system that can be solved using standard techniques (LDL, LU, Gaussian elimination, etc) to find Q’t1.
We can then use Qt1’ – Qt0’ as our search direction.
The matrix d/dQ’R(Qt0’) is called the Hessian.
The Hessian: The Hessian If the dynamics of our Sheep were linear, the Hessian would be constant and we could eliminate the Residual in just one step, as shown in the previous diagram.
Due to our crafty selection of DOF, the sheep’s dynamics are almost linear. The Sheep’s Inertia Matrix is constant, but the rod constraints are somewhat non-linear.
The Hessian for the Sheep takes the form:
M + d/dQ’F*dt
The Hessian: The Hessian You might think of the Hessian as the systems Inertia
The rods connecting the sheeps DOF make each DOF “heavier”
If the Sheep were in contact to the world, the resulting contact would add terms to the hessian, making the sheep apear very heavy to a force trying to push it downward
The Hessian: The Hessian If you are smart you can derive the Hessian analytically using your intrinsic analytic calculus arsenal.
Chris Hecker does this.
If you are not smart like me, or your derivations tend to produce equations that are non deterministic you should investigate Automatic Differentiation
If you are new to Automatic Differentiation I would recommend that you look at ADOL-C, it’s page is here:
http://www.math.tu-dresden.de/wir/project/adolc/index.html
Discrete Newton: Discrete Newton In practice, people have difficulty building the Hessian. This is such a common problem that people have come up with a family of variants on Newton’s method that do not require explicit derivation of the Hessian, known as Discrete Newton Methods.
These methods employ finite differences to approximate the Hessian.
Despite their many short-comings, the Discrete Newton methods are often used to solve real world problems, their popularity stems from the fact that they are easy to implement.
Quasi Newton (QN): Quasi Newton (QN) Yet another way to approximate the full Newton Method without the Hessian, Quasi Newton Methods operate in a manner similar to the Conjugate Gradient Method. QN builds an approximation of the Hessian (or the inverse Hessian) as it searches.
Truncated Newton: Truncated Newton In addition to all of those derivatives, Newton’s method requires that
you store the Hessian
O(N2) space
you factor it
O(N3) time
If you have many DOF, this can be a real problem.
The strategy employed by the Truncated Newton methods is to “almost but not quite” create and factor the Hessian, and then use the resulting approximate solution as your the search vector.
This is the methods that I used for Cel Damage GameCube.
The Cel Damage Solver: The Cel Damage Solver Given the current guess (Q’)
Use Automatic Differentiation to compute a procedural representation of the hessian
This linearalize the system’s dynamics at the state defined by the kinematics at the system at the guess Q’
I use the Linear Predconditioned Conjuigate Gradient Method to “almost” solve the resulting system
the total number of iterations is caped to 6 + 2*sqrt(N)
constants derived via an add hoc empirically based heuristic
This solution is handed off to the Newton Solver who performs a non-linear line search through the DOF in an effort to minimize the Residual.
Which Method is Best?: Which Method is Best? Through the development of Cel Damage I tried each of these techniques.
The most efficient method for the problems encountered in Cartoon Vehicular Combat games turned out to be the Truncated Newton Method.
Truncated Newton may not be the best solution for your game, but this little bit of empirical evidence might help to save you time when you implement your solver.
Elasticity: Elasticity Elastic potential energy is represented using the constitutive law of a Saint-Venant-Kirchho material
E(F) = ½(tr(D))2 + µtr(D2)
Where
F is the deformation
gradient
and µ are Lame constants
D = ½(FtF-1)
Collision Detection: Collision Detection So many Algorithms, so little time.
Collision detection is usually broken up into two parts:
Coarse Grain “Pruning” or “Culling”
Fine Grain intersection detection
For Coarse Grain we use K-Dops(1)
For Fine Grain collision detection we use G.J.K. (2) (Gilbert-Johnson-Keerthi)
Collision Representation: Collision Representation PITA represents physical entities as convex hulls whose verts are embedded in DOF
Convex Hulls are spatially grouped together and wraped in KDOP’s (K-Dimensional Discrete Oriented Polytopes)
KDOPS are wraped in yet more Kdops to form binary trees.
One KDOP tree for dynamic hulls
One KDOP tree for static Hulls
One KDOP tree for Hulls whose DOF are sleeping
KDOP’s: KDOP’s Leaves of a Kdop Tree
KDOP’s: KDOP’s The KDOP trees are used coarse grain collision detection pruning.
The Majority of the O(N^2) possible contacts are eliminated during first pass pruning.
KDOP trees are somewhere in between Axis Aligned Bounding Box trees and Oriented Bounding Box Trees
Why KDOP’s?: Why KDOP’s? A tigher fit than AABB trees
Less computation than OBB Trees
Faster to Update than OBB Trees
Handles non-linear transformation as elegantly as AABB trees
Robust across a wide diversity of data sets
Efficient and Easy to implement on current console Hardware
They look kind of neat
Collision Detection: GJK: Collision Detection: GJK For Fine Grain collision detection we use G.J.K. (2) (Gilbert-Johnson-Keerthi)
The GJK algorithm uses the concept of the Minkowski-sum to define the distance between two bodies A and B .
The Minkowski-sum is defined as:
A-B={x-y:x is an element of Body A,y is an element of Body B}
Collision Detection: GJK: Collision Detection: GJK If the origin (0,0,0) lies inside the Minkowski-sum,then the two bodies are intersecting.
The algorithm tests if a simplex (consisting of up to 4 points of the Minkowski-sum) contains the origin in its convex hull.
If not, then it calculates the smallest subset (<=3 points) of the simplex, which contains the closest point to the origin in its convex hull.
Collision Detection: GJK: Collision Detection: GJK The algorithm repeats this process and iteratively searches the Minkowski-sum for the closest simplex to the origin
The resulting simplex specifies a separating plane between the two convex hulls.
If the origin is witihin the Minkowski-sum, the objects are intersecting and all bets are off.
Simplex Example: Simplex Example
Collision Detection: Collision Detection The surfaces of Convex hulls are spherically extruded
Points become spheres
Edges become cylinders
Faces are still faces
(see previous slide)
This provides the following benefits:
Allows for the modelling of smooth objects like spheres and car wheels
Provides a C1 continuous surface
Improves the convergence of GJK
Improves stability and scores you a few points of good karma.
Collision Detection: Collision Detection GJK does not efficiently handle intersecting hulls
Spherical extrusion prevents objects from intersecting as the contact constraint maintains a distance between the hulls
the sum of the objects extrusion radiai
In normal circumstances objects do not inter penetrate.
Designers are not content with “normal circumstances”
Designers like to break physics engines.
Most designers are evil.
Collision Detection Output: Collision Detection Output When contacts or collisions are detected, potentials are created to enforce the contact constraint and impart friction forces.
These potentials are kicked off to the integrator to be processed later.
Intuitively you might think of these potentials as non-linear springs that push objects apart.
implementation synopsis : implementation synopsis Each contact is classified as either a collision or a resting contact
If (relative velocity*normal > [insert magic threshold] )
collision
else
resting contact
Two linear potentials are created. One acts along normal to repel objects, the other acts on the tangent plane to represent friction.
nonlinear force along contact normal is approximated by a piecewise cubic spline
Friction cone is approximated by a piecewise cubic patch
Applying all this to a game: Applying all this to a game How do we apply this “real world” physics to a game world?
Example: Tornado
Design
Art
Code
Development
Design: Design Travel around level
Pick up objects and swirl them around
Spin and warp
Appear and disappear
Spawn particles Example: Tornado
Art: Concept Art: Art: Concept Art Example: Tornado
Art: Model: Art: Model Example: Tornado
Code: Code Collision Representation
Motion: PD Controller
FFD
Special FX
Optimizations Example: Tornado
Code: Collision Rep: Code: Collision Rep todo Example: Tornado
Code: PD Controller: Code: PD Controller Proportional Derivative (PD) controller’s are commonly used and trivial to implement
Rationale
Generally more robust than other techniques such as Hermite splines
Intuitive and simple interface
Can produces physically viable accelerations with smooth ease-in/ease-out properties
Given a desired position and velocity, they provide you with an acceleration to apply in order to reach that position and velocity.
The trajectory taken may be specified by frequency and damping settings. Example: Tornado
Code: PD Controller: Code: PD Controller F=(Ct – C)Ks + (Vt – V)Kd
Used extensively in game
Used for controlling Tornado’s path around level.
Used to pull objects and swirl them Example: Tornado
Code: PD Controller (cont’d): Code: PD Controller (cont’d) E.g. I would like the Tornado to reach it’s target in 0.5 sec (frequency = 2.0) following a smooth ease-in/ease-out trajectory (critically damped, damp ratio = 1.0)
Or, reach it’s target in 5 sec (frequency = 0.2) with a slight overshoot (under damped, damp ratio = 0.5) Example: Tornado
Code: PD Controller (cont’d) : Code: PD Controller (cont’d) Velocity Potential
First order PD Controller: F = (Vt – V)Kd Example: Tornado
Code: FFD: Code: FFD Free Form Deformation
Can bend, twist, stretch, scale
Procedural or key-framed Example: Tornado
Code: FX : Code: FX Dust Particles
Swirling motion Example: Tornado
Code: Optimizations: Code: Optimizations Cld rep: Spheres instead of hulls
DOFs: 3 lin, 0 ang
Process certain behaviors sporatically
Fx
Collision sensors Example: Tornado
Code: Loop: Code: Loop Tornado::Step()
{ UpdateForces();
UpdateWarp();
UpdateVictims();
if( IsStep1() )
UpdateFX();
}
Tornado::CollisionProc()
{
if( IsGround() )
TurnOnFX();
else
TurnOffFX();
if( IsValidVictim() )
AddVictim();
CancelCollision();
} Example: Tornado
Development: Development Placing it into the game. Example: Tornado
References: References Petros Faloutsos, Michiel van de Panne, Demetri Terzopoulos, "Dynamic Free-Form Deformations for Animation Synthesis". Published in IEEE Transactions on Visualization and Computer Graphics vol. 3 No 3. July-September 1997.
Yan Zhuang. Real-time Simulation of Physically-Realistic Global Deformations. Department of Electrical Engineering and Computer Science, UC Berkeley, Fall 2000.
Mathieu Desbrun, Peter Schröder, Al Barr, Interactive Animation of Structured Deformable Objects, Proceedings of Graphics Interface '99.
Simulation of Non-penetrating Elastic Bodies Using Distance Fields G. Hirota, S. Fisher and M. C. Lin. Technical Report, University of North Carolina at Chapel Hill, NC, April 2000.
References (cont): References (cont) D. L. James and D. K. Pai, ``ArtDefo, Accurate Real Time Deformable Objects,'' in Computer Graphics (SIGGRAPH 99 Conference Proceedings), 1999
D. Baraff and A. Witkin. Large Steps in Cloth Simulation. Computer Graphics Proceedings, Annual Conference Series: 43-54, 1998
D. Terzopoulos, J. Platt, A. Barr, K. Fleischer, "Elastically deformable models," Computer Graphics, 21(4), 1987, 205-214, Proc. ACM SIGGRAPH'87 Conference, Anaheim, CA, July, 1987
Jonathan Richard Shewchuk, An Introduction to the Conjugate Gradient Method Without the Agonizing Pain, August 1994.
http://www-2.cs.cmu.edu/~jrs/jrspapers.html
Thank you!: Thank you! For information about us:
Please visit: www.pseudointeractive.com
For information about Cel Damage:
Please visit: www.celdamage.ea.com