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Physics-Based Animation for CSCI 4471 Computer Graphics

Home Page: https://github.com/Glavin001/physics-based-animation/blob/master/assignment-physics-based-animation.pdf

License: MIT License

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One pair plus collisions plus gravity

2.2 Step 2: One pair plus collisions plus gravity.
Add walls and gravity to your system from Step 1. This means that it should bounce when it hits the floor, and eventually come to rest on the floor if dampened, regardless of initial position.

Actively-controlled mesh

2.4 Step 4: Actively-controlled mesh.
Create a mesh in which the rest lengths of the springs varies with time. Are you able to create a mesh that crawls? (You will need to implement a friction model to do so).

Mesh

2.3 Step 3: Mesh.
Create several meshes of particles, with adjacent particles connected by springs. Start with a narrow mesh (e.g. 3x2). Allow the meshes to drop on the floor and get squished. Try a non-rectangular mesh (e.g. a wheel with a point in the middle).

Inter-particle collisions

Questions:

  • indicate how you are implementing the collisions
    • are they elastic or inelastic?
  • how would you modify approach if some of the particles were to have a different mass than others?

Answers:

Collisions are elastic -- conserve energy. There is however drag applied to air (general movement of particle) and drag for viscous mediums ( #4 ).
Larger mass particles have more momentum (F=m*a) so a larger particle colliding with a smaller particle would push the smaller particle.

One pair (2 particles, 1 dampened spring)

2.1 Step 1: One pair (2 particles, 1 dampened spring).
Begin with a single pair of particles joined by a spring. The system should oscillate indefinitely when undampened, and should come to rest when dampening is turned on.

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