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Physically based animation

Physically based animation is a physics topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Physically based animation rather than just read about it. In short: Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, interactive simulations, and movies.

Key takeaways

  • Physically based animation belongs to physics; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Physically based animation to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Physically based animation from memory before moving on to harder problems.

Reference excerpt

Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, interactive simulations, and movies. Although off-line simulation methods exist to solve most all of the problems studied in physically-based animation, these methods are intended for applications that necessitate physical accuracy and slow, detailed computations. In contrast to methods common in offline simulation, techniques in physically based animation are concerned with physical plausibility, numerical stability, and visual appeal over physical accuracy. Physically based animation is often limited to loose approximations of physical behaviors because of the strict time constraints imposed by interactive applications. The target frame rate for interactive applications such as games and simulations is often 25-60 hertz, with only a small fraction of the time allotted to an individual frame remaining for physical simulation. Simplified models of physical behaviors are generally preferred if they are more efficient, easier to accelerate (through pre-computation, clever data structures, or SIMD/GPGPU), or satisfy desirable mathematical properties (such as unconditional stability or volume conservation when a soft body undergoes deformation). Fine details are not important when the overriding goal of a visualization is aesthetic appeal or the maintenance of player immersion since these details are often difficult for humans to notice or are otherwise impossible to distinguish at human scales.

History Physically based animation is now common in movies and video games, and many techniques were pioneered during the development of early special effects scenes and game engines. Star Trek II: The Wrath of Khan famously used particle systems in the Genesis explosion scene to create the visual effect of a flaming shockwave engulfing a planet. Despite being released before physics engines were a common feature in games, System Shock incorporated rigid body physics in its engine and was widely considered innovative for this feature and the novel sense of interaction it afforded players. Valve later developed Half-Life and used rigid body physics to create environmental puzzles for the player, such as obstacles that could not be reached without stacking boxes. Half-Life 2 featured a more advanced physics engine that incorporated constrained systems such as pulleys or levers with more environmental puzzles to showcase these features. Physics engines are now much more common in games, and their frequent appearance has motivated research in physically based animation by companies such as Nvidia.

Physically based animation in games and simulations Physically based animation is common in games and simulations where users have the expectation of interaction with the environment. Physics engines such as Havok, PhysX, and Bullet exist as separately developed products to be licensed and included in games. In games such as Angry Birds or World of Goo, physically based animation is itself the primary game mechanic and players are expected to interact with or create physically simulated systems in order to achieve goals. Aspects of physics puzzle games exist in many games that belong to other genres but feature physically based simulation. Allowing physical interaction with the environment through physically based animation promotes non-linear solutions to puzzles by players, and can sometimes results in solutions to problems presented in games that were not deliberately included by level designers. Simulations used for purposes other than entertainment, such as military simulations, also make use of physically based animation to portray realistic situations and maintain the immersion of users. Many techniques in physically based animation are designed with GPGPU implementations in mind or can otherwise be extended to benefit from graphics hardware, which can be used to make physically based simulations fast enough for gaming. GPU time is often reserved for rendering, however, and frequent data transfers between the host and device can easily become a bottleneck to performance.

Physically based animation in movies Simulations can be performed offline (as in apart from when they are viewed) in the development of special effects for movies. Speed is therefore not strictly a necessity in the production of special effects but is still desirable for reasonably responsive feedback and because the hardware required for slower methods is more expensive. However, physically based animation is still preferred because slower, more accurate methods can be costly and limiting. The physical accuracy of small details in a special effect are not meaningful to their visual appeal, restrict the amount of control that artists and directors can exert over behavior, and increase the monetary cost and time required to achieve results. It is necessary to be able to dictate the high level behavior of physically inspired effects in movies in order to achieve a desired artistic direction, but scripting physical behaviors on the level of small details can be unfeasible when fluids, smoke, or many individual objects are involved. Physically based animation generally affords more artist control over the appearance of simulated results and is also more convenient when desired effects might bend or defy physics.

Sub Topics

Rigid Body Simulation

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Physically based animation

Start with the simplest possible case. Write down what Physically based animation claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In physics, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Physically based animation before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Physically based animation ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Physically based animation

In research
Physically based animation appears in physics research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Physically based animation in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Physically based animation is common in secondary-school and first-year university syllabi. It links to neighbouring topics Computer graphics, so understanding it makes those chapters shorter.
In everyday life
Look for Physically based animation outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Physically based animation in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Physically based animation means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Physically based animation out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Physically based animation in simple terms?

Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, i…

Why does Physically based animation matter?

Because it connects several physics ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Physically based animation?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Physically based animation.

Tags

  • Computer graphics

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