(Information Science Guru) Lecture on Computer Graphics by Professor Kenji Igarashi
- Techniques for representing the movement of objects and people
- Mechanics (Physics)
- Euler Integration
- Simple dynamic simulation
- Simulate the next frame’s velocity and position for each time step t (given force F and mass m)
- Issue: Divergence may occur if t is too large due to errors
- Implicit Integration
- Prevent divergence due to errors even with a large t
- Computational complexity increases
- Euler Integration
- Deformation of flexible objects
- Mass-spring Model
- Simulate according to physical laws by treating it as a spring
- In some cases, it may become unstable (diverge) due to errors, etc.
- Shape Matching Method
- Method of deforming to reach a given shape after deformation
- Not based on precise physical laws, but visually stable
- If the goal is “animation” rather than “physical simulation,” this is sufficient.
- Mass-spring Model