A Different Approach for Continuous Physics
"Motion" : physics engine of Ubisoft
Existing approach
linear convex cast
- occur : detecting this collision != handling it.
while(TOI found)
- move at earliest line of impact
- compute
- solve
costs lots of CPU
speculative contact points
: ghost bug, stop the dynamic rigid body even if if it shouldn't.
: doesn't prevent tunneling issues
: can occur with rag doll
Robust:
: few solver
: handling variance frame rate
: handling fast rotating bodies
Our method: broad phrase, narrow phrase, constraint creation, solver
Broad phase
: body's linear velocity compute to the trajectory
detect the potential colliding bodies
- consider trajectory
- use the bodies AABB
Transfer volume and compute a segment intersection, add AABB to other AABB
Narrow phase: Incremental manifold, provides one new contact point at each frame.
full manifold: provides all contact points in one frame
Distance -based full manifold: potential contact points in fill manifold
support shapes
- shapes should on all rigid bodies
- sphere
- capsule
- box
Distance-based full manifold with a sphere: can use GJK
distance-based full manifold bw capsule and box: project capsule extremities on the box's plane.
If the capsule is in the Voronoi edge region , use GJK
distance-based full manifold bw a capsule and a triangle
- Generalizing three triangle
distance-based full manifold bw a box and a triangle
Use edges that face he reference plane
distance-based full manifold bw two convex
Handle potential and real contact points at the same time
- real contact points can generate fast rotation
- potential one avoid tunneling in same frame
- reuse geometry info.
- maximum cache size
Restituion
- potential contact points
- at next frame the body reaches obstacle with reduce velocities
- do not use the current velocities
- use previous frame
Solver: with Gauss Seidal solver, each constraint changes the velocity of buddy
Limitation on the second impact
Handling server gasset bodies
Handling several fast bodies
Performance: broad segment intersection with AABB
- more body pairs are
Continuous physics cost
- constraint create
CPU benchmark
memory cost
other : 14mb
continuous :150kb
- solver
low additional cost for cpu
Restitution handle correctly
Robust: no tunneling issue with fast rotate
limit:
- server fast bodies
- second impact
graminclav_sa Ian Parra https://wakelet.com/wake/SrnArf_kZtrcuAtcuBHHB
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