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Resource
Guide

Advanced Character Physics
Cloth Simulation
The fact that a stick constraint can be thought of as a really hard spring
should make apparent its usefulness for cloth simulation as sketched in
the beginning of this section. Assume, for example, that a hexagonal mesh
of triangles describing the cloth has been constructed. For each vertex
a particle is initialized and for each edge a stick constraint between
the two corresponding particles is initialized (with the constraint’s
“rest length” simply being the initial distance between the
two vertices).
The function HandleConstraints() then uses relaxation over
all constraints. The relaxation loop could be iterated several times.
However, to obtain nicely looking animation, actually for most pieces
of cloth only one iteration is necessary! This means that the time usage
in the cloth simulation depends mostly on the N square root operations
and the N divisions performed (where N denotes the number of edges in
the cloth mesh). As we shall see, a clever trick makes it possible to
reduce this to N divisions per frame update – this is really fast
and one might argue that it probably can’t get much faster.
// Implements cloth simulation
struct Constraint {
int particleA, particleB;
float restlength;
};
// Assume that an array of constraints, m_constraints, exists
void ParticleSystem::SatisfyConstraints() {
for(int j=0; j<NUM_ITERATIONS;
j++) {
for(int i=0; i<NUM_CONSTRAINTS;
i++) {
Constraint&
c = m_constraints[i];
Vector3& x1
= m_x[c.particleA];
Vector3& x2
= m_x[c.particleB];
Vector3 delta =
x2-x1;
float deltalength
= sqrt(delta*delta);
float diff=(deltalength-c.restlength)/deltalength;
x1 -= delta*0.5*diff;
x2 += delta*0.5*diff;
}
// Constrain one particle
of the cloth to origo
m_x[0] = Vector3(0,0,0);
}
}
We now discuss how to get rid of the square root operation. If the constraints
are all satisfied (which they should be at least almost), we already know
what the result of the square root operation in a particular constraint
expression ought to be, namely the rest length r of the corresponding
stick. We can use this fact to approximate the square root function. Mathematically,
what we do is approximate the square root function by its 1st order Taylor-expansion
at a neighborhood of the rest length r (this is equivalent to one Newton-Raphson
iteration with initial guess r). After some rewriting, we obtain the following
pseudo-code:
// Pseudo-code for satisfying (C2) using sqrt approximation
delta = x2-x1;
delta*=restlength*restlength/(delta*delta+restlength*restlength)-0.5;
x1 -= delta;
x2 += delta;
Notice that if the distance is already correct (that is, if |delta|=restlength),
then one gets delta=(0,0,0) and no change is going to happen.
Per constraint we now use zero square roots, one division only, and the
squared value restlength*restlength can even be precalculated! The usage
of time consuming operations is now down to N divisions per frame (and
the corresponding memory accesses) – it can’t be done much
faster than that and the result even looks quite nice. Actually, in Hitman,
the overall speed of the cloth simulation was limited mostly by how many
triangles it was possible to push through the rendering system.
The constraints are not guaranteed to be satisfied after one iteration
only, but because of the Verlet integration scheme, the system will quickly
converge to the correct state over some frames. In fact, using only one
iteration and approximating the square root removes the stiffness that
appears otherwise when the sticks are perfectly stiff.
By placing support sticks between strategically chosen couples of vertices
sharing a neighbor, the cloth algorithm can be extended to simulate plants.
Again, in Hitman only one pass through the relaxation loop was enough
(in fact, the low number gave the plants exactly the right amount of bending
behavior).
The code and the equations covered in this section assume that all particles
have identical mass. Of course, it is possible to model particles with
different masses, the equations only get a little more complex.
To satisfy (C2) while respecting particle masses, use the following code:
// Pseudo-code to satisfy (C2)
delta = x2-x1;
deltalength = sqrt(delta*delta);
diff = (deltalength-restlength)
/(deltalength*(invmass1+invmass2));
x1 -= invmass1*delta*diff;
x2 += invmass2*delta*diff;
Here invmass1 and invmass2 are the numerical inverses of the two masses.
If we want a particle to be immovable, simply set invmass=0 for that particle
(corresponding to an infinite mass). Of course in the above case, the
square root can also be approximated for a speed-up.
Rigid Bodies
The equations governing motion of rigid bodies were discovered long before
the invention of modern computers. To be able to say anything useful at
that time, mathematicians needed the ability to manipulate expressions
symbolically. In the theory of rigid bodies, this lead to useful notions
and tools such as inertia tensors, angular momentum, torque, quaternions
for representing orientations etc. However, with the current ability to
process huge amounts of data numerically, it has become feasible and in
some cases even advantageous to break down calculations to simpler elements
when running a simulation. In the case of 3D rigid bodies, this could
mean modeling a rigid body by four particles and six constraints (giving
the correct amount of degrees of freedom, 4x3-6 = 6). This simplifies
a lot of aspects and it’s exactly what we will do in the following.
Consider a tetrahedron and place a particle at each of the four vertices.
In addition, for each of the six edges on the tetrahedron create a distance
constraint like the stick constraint discussed in the previous section.
This is actually enough to simulate a rigid body. The tetrahedron can
be let loose inside the cube world from earlier and the Verlet integrator
will let it move correctly. The function SatisfyConstraints()
should take care of two things: 1) That particles are kept inside the
cube (like previously), and 2) That the six distance constraints are satisfied.
Again, this can be done using the relaxation approach; 3 or 4 iterations
should be enough with optional square root approximation.
Now clearly, in general rigid bodies do not behave like tetrahedrons
collision-wise (although they might do so kinetically). There is also
another problem: Presently, collision detection between the rigid body
and the world exterior is on a vertex-only basis, that is, if a vertex
is found to be outside the world it is projected inside again. This works
fine as long as the inside of the world is convex. If the world were non-convex
then the tetrahedron and the world exterior could actually penetrate each
other without any of the tetrahedron vertices being in an illegal region
(see Figure 3 where the triangle represents the 2D analogue of the tetrahedron).
This problem is handled in the following.
We’ll first consider a simpler version of the problem. Consider
the stick example from earlier and assume that the world exterior has
a small bump on it. The stick can now penetrate the world exterior without
any of the two stick particles leaving the world (see Figure 4). We won’t
go into the intricacies of constructing a collision detection engine since
this is a science in itself. Instead we assume that there is a subsystem
available which allows us to detect the collision. Furthermore we assume
that the subsystem can reveal to us the penetration depth and identify
the penetration points on each of the two colliding objects. (One definition
of penetration points and penetration depth goes like this: The penetration
distance dp is the shortest distance that would prevent the
two objects from penetrating if one were to translate one of the objects
by the distance dp in a suitable direction. The penetration
points are the points on each object that just exactly touch the other
object after the aforementioned translation has taken place.)
Take a look again at Figure 4. Here the stick has moved through the bump
after the Verlet step. The collision engine has identified the two points
of penetration, p and q. In Figure 4a, p is actually
identical to the position of particle 1, i.e., p=x1. In
Figure 4b, p lies between x1 and x2 at a position
¼ of the stick length from x1. In both cases, the point
p lies on the stick and consequently it can be expressed as a linear
combination of x1 and x2, p=c1 x1+c2 x2
such that c1+c2=1. In the first case, c1=1 and c2=0, in the second case,
c1=0.75 and c2=0.25. These values tell us how much we should move the
corresponding particles.
To fix the invalid configuration of the stick, it should be moved upwards
somehow. Our goal is to avoid penetration by moving p to the same
position as q. We do this by adjusting the positions of the two
particles x1 and x2 in the direction of the vector between
p and q, D=q-p.
In the first case, we simply project x1 out of the invalid region
like earlier (in the direction of q) and that’s it (x2
is not touched). In the second case, p is still nearest to x1
and one might reason that consequently x1 should be moved more
than x2. Actually, since p=0.75 x1 + 0.25 x2,
we will choose to move x1 by an amount of 0.75 each time we move x2
by an amount of 0.25. In other words, the new particle positions x1’
and x2’ are given by the expressions:
(*)
where l is some unknown value. The new position
of p after moving both particles is p’=c1 x1’+
c2 x2’.
Recall that we want p’=q, i.e., we should choose
l exactly such that p’ ends up coinciding with q.
Since we move the particles only in the direction of D,
also p moves in the direction of D and consequently
the solution to the equation p’=q can be found by
solving:
(**)
for l. Expanding the left-hand side yields:

which together with the right-hand side of (**) gives

Plugging l into (*) gives us the new positions
of the particles for which p’ coincide with q.
Figure 5 shows the situation after moving the particles. We have no object
penetration but now the stick length constraint has been violated. To
fix this, we do yet another iteration of the relaxation loop (or several)
and we’re finished.
The above strategy also works for the tetrahedron in a completely
analogous fashion. First the penetration points p and q
are found (they may also be points interior to a triangle), and p
is expressed as a linear combination of the four particles p=c1
x1+c2 x2+c3 x3+c4 x4 such that c1+c2+c3+c4=1
(this calls for solving a small system of linear equations). After finding
D=q-p, one computes the value:

and the new positions are then given by:

Here, we have collided a single rigid body with an immovable world. The
above method generalizes to handle collisions of several rigid bodies.
The collisions are processed for one pair of bodies at a time. Instead
of moving only p, in this case both p and q are moved
towards each other.
Again, after adjusting the particle positions such that they satisfy
the non-penetration constraints, the six distance constraints that make
up the rigid body should be taken care of and so on. With this method,
the tetrahedron can even be imbedded inside another object that can be
used instead of the tetrahedron itself to handle collisions. In Figure
6, the tetrahedron is embedded inside a cube.
First, the cube needs to be ‘fastened’ to the tetrahedron
in some way. One approach would be choosing the system mass midpoint 0.25*(x1+x2+x3+x4)
as the cube’s position and then derive an orientation matrix by
examining the current positions of the particles. When a collision/penetration
is found, the collision point p (which in this case will be placed
on the cube) is then treated exactly as above and the positions of the
particles are updated accordingly. As an optimization, it is possible
to precompute the values of c1-c4 for all vertices of the cube. If the
penetration point p is a vertex, the values for c1-c4 can be looked
up and used directly. Otherwise, p lies on the interior of a surface
triangle or one of its edges and the values of c1-c4 can then be interpolated
from the precomputed values of the corresponding triangle vertices.
Usually, 3 to 4 relaxation iterations are enough. The bodies
will not behave as if they were completely rigid since the relaxation
iterations are stopped prematurely. This is mostly a nice feature, actually,
as there is no such thing as perfectly rigid bodies – especially
not human bodies. It also makes the system more stable.
By rearranging the positions of the particles that make up the tetrahedron,
the physical properties can be changed accordingly (mathematically, the
inertia tensor changes as the positions and masses of the particles are
changed).
Other arrangements of particles and constraints than a tetrahedron are
possible such as placing the particles in the pattern of a coordinate
system basis, i.e. at (0,0,0), (1,0,0), (0,1,0), (0,0,1). Let a,
b, and c be the vectors from particle 1 to particles 2,
3, and 4, respectively. Constrain the particles’ positions by requiring
vectors a, b, and c to have length 1 and the angle
between each of the three pairs of vectors to be 90 degrees (the corresponding
dot products should be zero). (Notice, that this again gives four particles
and six constraints.)
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Articulated
Bodies
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