Everything about Physical Simulation totally explained
Dynamical simulation, in
computational physics, is the
simulation of systems of objects that are free to move, usually in three dimensions according to
Newton's laws of dynamics, or approximations thereto. Dynamical simulation is used in
computer animation to assist animators to produce realistic motion, in
industrial design (for example to simulate crashes as an early step in
crash testing), and in
video games. Body movement is calculated using
time integration methods.
Physics Engines
In
Computer graphics, a program called a
Physics engine is used to model the behaviors of objects in space. These engines allow simulation of the way bodies of many types are affected by a variety of physical stimuli. They are also used to create
Dynamical simulations without having to know anything about physics. Physics engines are used throughout the video game and movie industry, but not all physics engines are alike; They are generally broken into
real-time and the high precision but these are not the only options. Most real-time physics engines are inaccurate and yield only the barest approximation of the real world, whereas most high-precision engines are far too slow for use in everyday applications.
To understand how these Physics engines are built, a basic understanding of physics is required. Physics engines are based on the actual behaviors of the world as described by
Classical mechanics. Engines don't typically account for Modern Mechanics (see
Theory of relativity and
Quantum mechanics) because most visualization deals with large bodies moving relatively slowly, but the most complicated engines perform calculations for Modern Mechanics as well as Classical. The models used in
Dynamical simulations determine how accurate these simulations are.
Particle Model
The first model which may be used in
Physics engines governs the motion of infinitesimal objects with finite mass called “particles.” This equation, called Newton’s Second law (see
Newton's laws) or the definition of force, is the fundamental behavior governing all motion:
»
where
- V is the volume region of the object,
- r is the distance from the axis of rotation,
- m is mass,
- v is volume,
- ρ is the pointwise density function of the object,
- x, y, z are the Cartesian coordinates.
These equations allow us to simulate the behavior of an object that can spin in a way very close to the method simulate motion without spin. This is a simple model but it's accurate enough to produce realistic output in real-time
Dynamical simulations. It also allows a
Physics engine to focus on the changing forces and torques rather than varying inertia.
Further Information
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