P27

相交解除

P39

A Practical System Summary

✅ 有碰撞,先做 Impact Zone. 因为这个快、不能解决再用后面方法、计算量不允许则选择 Rigid Impact.

P28

Interior Point Methods and Impact Zone Optimization

✅ 这是两个大的套路,不是具体的方法。

Given the calculated next state \(\mathbf{x} ^{[1]}\), we want to update it into \(\bar{\mathbf{x} } ^{[1]}\), such that the path from \(\mathbf{x} ^{[0]}\) to \(\bar{\mathbf{x} } ^{[1]}\) is intersection-free.

✅ 整个图代表刚体的状态空间而不是位置空间。
✅ 每个小圆点代表一个刚体状态,而不是一个粒子。
✅ \(\mathbf{x} \) 是刚体状态的表示符,至少包含质心的状态和旋转信息。

内点法Impact Zone 法
✅ 从\(\mathbf{x}^{[0]}\)出来,朝\(\mathbf{x}^{[1]}\)走,并永远保证只在安全区域走,直到不能走为止。✅ 从\(\mathbf{x}^{[1]}\)出发,反复优化结果(投影),直到回到安全区域为止。✅ 蓝色区域为安全区域
优点Always succeedFast.
1. Close to solution.
2. Only vertices in collision (impact zones).
3. Can take large step sizes.
✅ Impact Zone:1. \(\mathbf{x}^{[1]}\)通常离安全区域不太远,且优化时只针对 Impact Zone 优化,因此快。
2. 只有\(\mathbf{x}\)不在安全区域时才需要做。
✅ 内点:哪怕\(\mathbf{\bar{x}}^{[1]}\)最终没有到最佳位置,但能保证一定在安全区域,因此一定成功。
局限性Slow.
1. Cautiously by small step sizes.
2. Far from solution.
3. All of the vertices.
May not succeed.✅ 内点:1. 为保证每一步安全,步长不能太大,因此慢。
2. \(\mathbf{x}^{[0]}\)和\(\mathbf{x}^{[1]}\)可能比较远,也导致慢。
3. 每一次都必须要做

P47

A Summary For the Day

  • Collision handling involves two steps: collision detection and collision response.

  • Collision detection contains two phases: broad-phase culling and narrow-phase test.

  • There are two types of collision detection tests: discrete and continuous.

  • Similarly, there are discrete and continuous collision responses.

  • For continuous collision responses, we must update the state to become collisionfree state. There are two approaches: interior point method and impact zone optimization. Rigid impact zone is also a method, but it’s problematic.

  • For discrete collision responses, we allow intersections to stay and hope to remove them in long turn. Cloth-cloth intersections are difficult to handle.

✅ 如果考虑摩擦,通常把摩擦做为后处理,但这样结果不精确。如果同时处理摩擦和碰撞、会很复杂。
✅Impulse方法的碰撞检测通常用SDF.但很多形变体无法使用SDF.
✅Impulse响应方式是离散响应方式,无法处理穿透问题。
✅碰撞问题通常不使用物理方法,因为使用物理方法需要小步长,效率非常低。
✅碰撞开源代码:bullet. physics X


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