Geometry proxies (in 2D): a Convex Polygon

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1 Geometry proxies (in 2D): a Convex Polygon Intersection of half-planes each delimited by a line Stored as: Test: a collection of (oriented) lines a point is inside iff it is in each half-plane A very good expressiveness, with only moderate complexity Geometry proxies (in 3D): a Convex Polyhedron Intersection of half-space Similar as previous, but in 3D stored as a collection of planes each plane = a vec4 (normal, distance from origin) test: inside proxy iff inside each half-space Physics: Collisions - 2 1

2 Geometry proxies (in 3D): a (general) Polyhedron potentially concave Luxury Hit-Boxes :) The most accurate approximations The most expensive tests / storage Specific algorithms to test for collisions requiring some preprocessing and data structures (BSP-trees, see later) Creation (as meshes): sometimes, with automatic simplification often, handmade (using low-poly modelling) (note: proxies are assets!) Similar to a 3D mesh? e.g. adaptive resolution but (they would be wasted, as Bounding Volumes!) 3D Meshes as hit-boxes Differences with «common» meshes : much lower res (~ O(10 2 ) faces max) no attributes (no uv-mapping, no col, etc) generic polygons, not tris: ok (as long as they are flat) closed, water-tight (inside!= outside) sometimes: convex only the ones used for rendering Physics: Collisions - 2 2

3 3D Meshes as hit-boxes mesh for rendering (~600 tri faces) (in wireframe) Collision object: 10 (polygonal) faces 3D Meshes as hit-boxes mesh for rendering (~300 tri faces) (in wireframe) Collision object: 12 (polygonal) faces Physics: Collisions - 2 3

4 Composite Geometry proxies Union of Proxies inside iff inside of any sub-proxy useful! for example: union of convex polyhedra = concave polyhedron union of a sphere, two capsules, one box = a good, but cheap, approximation of a given shape creation: it s manual work (remember: hit-boxes are usually assets) potentially: a good problem for AI? Bounding Volume + Collision Object if (!collide( boundingvol, X ) ) { return NO_COLLISION; // early reject } else { CollisionData d; if (collide( hitbox, X, &d )) { return d; // for the response! } else return NO_COLLISION; } note: the two collide aren t the same function (overloading) a simple Bounding Volume around a more complex Collision Object approximating the object Physics: Collisions - 2 4

5 Which geometric proxy to support? an implementation choice of the Physics Engine note: # of intersection tests to be implemented quadratic with # of types supported note: supported proxy types can be used as either Bounding Volumes or Hit-Boxes VS Type A Type B Type C a Point a Ray Type A algorithm algorithm algorithm algorithm algorithm Type B Type C algorithm algorithm algorithm algorithm algorithm algorithm algorithm Rays are useful, e.g. for visibility Collision detection: strategies Static Collision detection ( a posteriori, discrete ) approximated simple + quick t t + dt NO COLL COLLISION Dynamic Collision detection ( a priori, continuous ) accurate demanding t COLLISION t + dt Physics: Collisions - 2 5

6 Collision detection: Discrete Collisions-check after every step of dynamics Aka: «static» (because objects are tested as if they are still) «a posteriori» (because coll are detected after they happen) «discrete» (bacause it is checked at discrete time intervals) Problem: lack of self-intersection is violated and then just fixed as part of the collision response Problem: tunnel effect t t + dt happens more when: - dt is large, - or vels are large, - or objects are thin NO COLLISION NO COLLISION Collision detection: Continuous Check intersection on the volume swept by the collision object during the current frame Italian: spazzata Extra bonus: «dynamic» (because moving objects are tested) «a priori» (because coll are detected before they happen) «cotinuous» (bacause it is checked over a time interval) intersection can be prevented, not fixed: clean, elegant, accurate just find max dt s.t. no collision occurs: move object by that much Problem: computation is demanding Aka: easy for: points (they become lines) easy for: spheres (they become capsules) (how?) rarely used for anything else: other colliders are not as simple. used at all only when really needed (designer choice!): i.e. colliders are small, vel large, and dt cannot be decreased Physics: Collisions - 2 6

7 Collision detection: in 2D (easier problem) Same problems, same solutions e.g. quad-trees e.g.: 2D spatial indexing, 2D bounding volumes (2D geom. proxies) e.g. 2D AABB, circles But we have : collision detection for 2D sprites (in screen space) accurate: «pixel perfect» efficient: HW supported! (hard wired, e.g part of blit operations) (no need for collision object approximation) NO COLLISION NO COLLISION COLLISION Collision detection Challenges for efficiency: a) test between two objects: How to make it efficient? b) avoid quadratic explosion on the number of tests N objects N 2 tests? Physics: Collisions - 2 7

8 Avoiding a quadratic number of tests For this purpose, we need some auxiliary data structure use it to bypass most obj-to-obj test (the earliest reject is to not even do the test!) build it only once, for static parts update it every frame, for dynamic parts Classes of solutions: 1) Spatial Indexing Structures 2) BVH Bounding Volume Hierarchies Spatial indexing structures Data structures to accelerate queries of the kind: «I m here. Which objects are in my proximity?» Challenges: (1) fast construction / update (2) fast access / usage Commonest structures (in games): Regular Grid kd-tree Oct-Tree in a 2D game: the Quad-Tree BSP Tree Physics: Collisions - 2 8

9 Regular Grid (or: lattice) a b c d e f g h i j k l m n o p q r s the scene a b c d e f g h i j k l m n o p q r s Regular Grid (or: lattice) Array 3D of cells (same size) each cell: a list of pointers to collision-objects Indexing function: Point3D cell index, (constant time!) Construction: ( scatter approach) for each object B[ i ] find the cells C[ j ] which it touches add a pointer in C[ j ] to B[ i ] Queries: given a point to test p, find cell C[ j ], test all objects linked to it Problem: cell size too small: memory occupancy too large quadratic with inverse of cell size! too big: too many objects in one cell sometimes, no cell size is good enough Physics: Collisions - 2 9

10 kd-tree A B C D E F G D H H I B E A F C N G LO J M I K N L J O M K the scene kd-trees Hierarchical structure: a tree each node: a subpart of the 3D scene (a AABB) root: the entire scene child nodes: partitions of the parent node objects linked to leafs kd-tree: binary tree each node: split over one dimension (in 3D: X,Y,Z) variant: each node optimizes (and stores) which dimension, or always apply same order: e.g. X, then Y, then Z, then X, variant: each node optimizes the split point, or always in the middle Physics: Collisions

11 Quad-Tree (in 2D) the (2D) world often used for terrains Oct Tree (same, for 3D) Physics: Collisions

12 Quad trees (in 2D) Oct trees (in 3D) Similar to kd-trees, but: tree: branching factor: 4 (2D) or 8 (3D) each node: splits into all dimensions at once, (in the middle) Construction (just as kd-trees): continue splitting until a end nodes has few enough objects (or limit level reached) BSP-tree Binary Spatial Partitioning tree the world Physics: Collisions

13 BSP-trees for the Concave Polyhedron proxy BSP-trees for the Concave Polyhedron proxy E A B F OUT B C C E D A OUT D OUT F OUT IN OUT IN Physics: Collisions

14 BSP-tree Binary Spatial Partitioning tree Another hierarchical spatial structure it s a binary tree (like the kd-tree) root = all scene (like the kd-tree) but, each node is split by an arbitrary plane (in 2D: by a line) plane can be stored succinctly, as: (nx, ny, nz, k) construction: planes can be optimized for the given scene e.g. go for a 50%-50% object split at each node e.g. try to leave exactly one object at leaves (assuming it is always possible to split any two apart reasonable assumption) Also used to: General Polyhedron proxies collision each leaf: fully inside or fully outside just one bool! tree precomputed, for a given input Polyhedron, nodes = faces of the polyhedron optimizing for balance Reminder: Plane VS Point test Input: a point q a plane given by: its normal: n a point on it: p Q: on which side of the plane is q? A: it s the sign of n q p = n q n p = n q + K = (n, n, n, K) (q, q, q, 1) the vec4 representing the plane K = n p (minus dist. of plane from orig.) p q n Physics: Collisions

15 BVH Bounding Volume Hierarchy BVH Bounding Volume Hierarchy B C A D E F A B C D F E Physics: Collisions

16 BVH Bounding Volume Hierarchy G B J M H C J M K A D G H E F A B C D E F K BVH Bounding Volume Hierarchy Idea: use the scene hierarchy given by the scene graph (instead of a spatial derived one) associate a Bounding Volumes to each node rule: a BV of a node bounds all objects in the subtree construction / update: quick! bottom-up: recursive (how?) using it at query time: top-down: depth-first visit (how?) note: it s not a single root-to-leaf visit may need to follow all children of a node which intersect (in a BSP-tree: only one) Physics: Collisions

17 Spatial indexing structures Recap Regular Grid the most parallelizable (to update / construct / use) constant time access (best!) quadratic / cubic space (2D, 3D) kd-tree, Oct-tree, Quad-tree compact simple BSP-tree optimized splits! best performance when accessed optimized splits! more complex construction / update suited for the static parts of the scene (also, used for Generic Polyhedron Collision Objects) BVH simplest construction non necessarily very efficient to access may need to traverse multiple children if uses same hierarchy of the scene-graph: not always the best suited for the dynamic parts of the scene Physics Engine: parallel implementation? Task: Dynamics: (forces, speed and position updates ) simple structures, fixed workflow highly parallelizable: so GPU Task: Constraints Enforcement: (all the various kinds of them ) still moderately simple structures, fixed workflow still highly parallelizable: hopefully, GPU Task: Collisions Detection: non-trivial data structures: hierarchies, recursive algorithms hugely variable workflow (quick on no-collision, more complex on the few near miss and hits) difficult to parallelize: so CPU but the outcome affects other two tasks (e.g. creates constraints): ==> CPU-GPU communication, ==> GPU structures updates (problematic, on many architectures) Physics: Collisions

18 To learn more about game physics Erwin Coumans SIGGRAPH 2015 course Müller-Fischer et al. Real-time physics (Siggraph course notes, 2008) In Attaching to a GameObject a RigidBody component means: «use Unity built-in phys. dynamics on this object» unless its iskinematic flag is activated (if so: no dynamics) a Collider component means: «use Unity built-in collision detection for this object» both the components means: «use Unity built-in collision response for this object» unless istrigger flag is activated (if so: no response) also, collider is used to precompute distribution of mass constants of RigidBody (barycenter, moment of inertia) Note: collision detection can happen without response: ad-hoc collision effects are purely scripted instead write method ontriggerenter( Collider other ) e.g.: avatar touches object: collects object arrowhead touches soldier: dies; tank touches landmine: explodes etc. Physics: Collisions

19 In : colliders collider : a geometric proxy, (used as a collision object) several types available (sphere, box -- see next slide) istrigger flag: «just collision detection please, disable built-in collision response» parameters for the built-in response: Bounciness : 1.0: purely elastic impacts 0.0: purely static impacts or any intermediate values Friction : (separate values for dynamic / static) flags to choose how to combine Friction / Bounciness of two colliding objects (max, min ) the physical material asset associated to the collider In : available collider types Simple geometric shapes: Sphere Capsule interactive WYSIWYG shape editor Box (general, not Axis Aligned: can be rotated) integrated Cylinder in IDE Plane (finite, i.e., a rectangle) Polyhedron: (meshcollider) convex: convex flag is set user responsibility to specify this! generic: convex flag not set (no built-in collision response) must be associated to a (low poly!) a mesh asset Specialized proxies, for particular objects: terrains, i.e., height-fields (TerrainCollider) car wheels (WheelCollider) (ad-hoc wheel-like collision response) And composite proxies just add multiple collider components to one game-object Physics: Collisions

20 In : other physics parameters/flags Static flag if set: cannot move. If not: object is dynamic user responsibility: as we know, crucial for optimization! Mass total, irrespective of distribution Drag (1-DAMP)/sec -- separate values for vel / angular vel Collision detection mode discrete (always discrete) continuous dynamic (always continuous) continuous static (continuous VS static objects, discrete VS dynamic objects) Use-gravity flag: note: gravity acceleration is a global Project Setting Simple positional / rotational constraints separate freeze flags for X,Y,Z (position) and for X,Y,Z Euler angle (rotation) in GameObject in associated RigidBody component Physics: Collisions

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