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首页构建交互3D应用中刚体动力学的统一框架
"A Unified Framework for Rigid Body Dynamics" 是一篇硕士论文,主要探讨在现代3D应用中如何提升动态交互物体的真实感。随着高多边形模型、细致纹理和高级照明技术的运用,这些应用在视觉上接近于摄影的真实性。然而,当物体开始移动和相互作用时,虚拟世界的幻觉常常会因为物理模拟的不足而消失。 论文的核心议题是研究和实现对刚体动态的模拟。刚体是一种理想化的物理模型,假设物体形状保持不变,这是简化和加速模拟的重要手段。在互动3D应用中,许多对象,如桶、砖块、岩石、带可动门的橱柜,甚至人和动物的可移动肢体,都可以被视为刚体或刚体系统的组成部分。 论文概述了力学的基本原理,包括力的作用、碰撞处理以及约束条件(如关节约束,连接两个或更多刚体),这些都是构建刚体动态模拟的关键要素。作者对当前最先进的模拟方法进行了深入剖析,旨在创建一个模块化的模拟流程,这个框架独立于特定的模拟方法,能够灵活地整合所有考察的物理效应。 通过这篇论文,读者可以了解到如何设计一个适用于互动3D应用的刚体动态模拟框架,它不仅考虑了真实世界物理现象的模拟,还兼顾了性能优化和用户体验。这个框架的实用性和通用性使其成为开发复杂3D场景中动态交互元素的重要工具,对于游戏开发、虚拟现实和动画制作等领域具有重要意义。通过学习和理解这个框架,开发者能够创建出更加逼真且流畅的虚拟世界体验。
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2 1 Introduction and Overview
and other fields is necessary. Most research focuses on different selected methods and use
different formalisms, which makes them difficult to understand and hard to compare.
1.1 Goals and Contributions
The goal of this thesis is to build a framework for the simulation of rigid body dynamics. The
desired framework should exhibit these qualities:
• It should be suitable for usage in interactive 3d applications on standard PCs. So only fast
simulation methods that qualify for interactive and real-time applications are examined.
• The simulation results should be believable. Physical correctness is not the main goal, as long
as the results are felt to be realistic by a user of the application. This requires the
simulation to be stable and robust. Here, stability means that unrealistic motion due to
simulation errors is avoided. Robustness means that the simulation is able to recover from
user- or simulation-induced errors.
• The framework should be easy to use. The effort to understand and integrate rigid body
dynamics in an application should be low.
• And the framework should be independent of existing simulation methods or specific
physical effects – for several reasons: Without being an expert in this field it is impossible
to decide which simulation method is superior. An independent design facilitates the
understanding and comparison of different simulation methods. And hopefully it leads to
an improved design, which can be extended easily with new simulation methods and
physical effects.
With this goal at the horizon, the general contributions of this thesis can be summarized as:
• Basics – The fundamental and advanced concepts of mechanics, necessary to understand
and implement rigid body dynamics simulation, are summarized.
• Big Picture – A modular overview of the simulation process and an overview of state of the
art simulation methods are given.
• Detailed View – The important simulation methods are explained.
• Implementation – A design of a unified (simulation method independent) framework is
suggested.
1.2 Chapter Overview
This thesis is divided into the following chapters:
• Chapter 2, “Basics”, summarizes the basics of physics, which are necessary to simulate
rigid bodies. Additionally the linear complementarity problem is introduced, which is a key
problem in rigid body dynamics.
• Chapter 3, “Simulation Overview”, shows a modular overview of the simulation process.
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Chapter 1 – Introduction and Overview 3
• Chapter 4, “Constraint Solver”, explains how collisions, resting contact and other
constraints, which restrict the motion of rigid bodies, are realized in various simulation
methods.
• Chapter 5, “Error Correction”, describes how a simulation can be made robust by adding
error correction.
• Chapter 6, “Other Simulation Methods”, lists related work in the field of rigid body
dynamics that introduce other methods or ideas than those presented in this thesis.
• Chapter 7, “A Unified Framework”, describes the design of a simulation method
independent framework for interactive 3d applications.
• Chapter 8, “Evaluation”, concludes the description of the implementation by showing
several example scenarios that have been simulated. This chapter demonstrates what rigid
body dynamics can be used for. It finishes with several insights gained during the
implementation process.
• Chapter 9, “Conclusion and Future Work”, summarizes the contributions of this work
and lists issues that remain for future work.
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2 Basics
“When I use a word, it means just what I choose it to mean - neither
more nor less.”
– Humpty Dumpty, in “Through the Looking Glass”
This chapter will tackle the first hurdle in building a rigid body simulation: the understanding of
the fundamentals of physics and mathematics.
Not all books on the basics handle all important issues for simulation of rigid body dynamics.
Most papers only present knowledge of a specific simulation method, often expecting that the
basics are well understood. Learning from these sources leaves a novice in a vast landscape of
inconsistent formalisms – making the introduction to this field a tedious task. This chapter
presents the relevant terms and fundamental knowledge in a consistent manner, together with all
formulas used in the implementations and with derivations, which are important for
understanding.
First it will be shown how rotations can be parameterized. Then the relevant dynamics equations
for particles will be derived. Next, systems of particles and rigid bodies as special systems of
particles will be discussed. A rigid body is a system of particles in which the distance between the
particles is constant – or let's say “rigid”. The following section explains how systems of rigid
bodies can be described. Different types of forces are discussed afterwards. The chapter closes
with a crucial problem of mathematical programming: the linear complementarity problem.
A solid understanding of these concepts is important. A good introduction into classical
mechanics in general is given in Goldstein et al. [GoPS02], or Kuypers [Kuyp03] for German
readers. Literature especially for computer scientists is Baraff [Bara97a] and Eberly [Eber04].
The notation that is used in this thesis is summarized in Appendix A, “Notation”.
2.1 Scope of this Work
This thesis deals with rigid body dynamics, a problem that has a variety of names in the literature: rigid
5
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6 2.1 Scope of this Work
body simulation, rigid body physics, dynamic simulation of multi-body systems, physically based modeling, etc.
Likewise a piece of software that deals with this problem is known as physics engine, dynamics engine,
dynamic simulation SDK, etc. Confusion of notions makes it necessary to have a look at the
important terms and their distinction. The definitions given here follow the definitions given in
Encarta [Enca04] and Wikipedia [Wiki05].
Physics is the science of the natural world in the broadest sense. In more detail: Physics is the natural
science of the inanimate world, its structure and its laws which are accessible via measurement,
experimental verification and mathematical representation. It is difficult to clearly distinct physics
from other natural sciences, like biology, chemistry, geology, etc. Sometimes physics is said to be the
fundamental science because all other natural sciences deal with systems that obey the laws of
physics.
Classical Physics may be divided into subfields like acoustics, mechanics, thermodynamics, electricity,
magnetism, etc. Modern physics deals with astrophysics, cosmology, quantum theory, the general and special
theory of relativity, and more.
Mechanics as a subfield of physics can be split into classical mechanics and quantum mechanics. This work
is concerned with classical mechanics, which is the study of the motions of bodies and the forces that
cause these motions. Classical mechanics not only deals with solid bodies, therefore it may be
divided into solid mechanics and fluid dynamics (including hydrodynamics, aerodynamics, pneumatics, etc.).
Classical mechanics may also be separated into kinematics, statics and dynamics.
Kinematics studies the motion of bodies without regard to its causes. That means, it studies the
relation between position, speed, and acceleration without considering forces that cause the
motion of bodies.
Statics is concerned with bodies in static equilibrium. A body is in static equilibrium if no force is
acting on the body, or all forces cancel each other. Bodies in static equilibrium are at rest or
moving at constant velocity. Statics is important in architectural and structural engineering to
calculate quantities like stress and pressure.
Dynamics is the study of motion of bodies and the forces that cause and affect this motion.
Another term for dynamics is kinetics. Some sources (like Goldstein et al. [GoPS02]) use the term
dynamics synonymously with classical mechanics.
Figure 2.1: Term overview.
PhysicsBiology Chemistry Geology
...
Classical Physics Modern Physics
Acoustics Mechanics Thermodynamics
...
StaticsKinetics Dynamics
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