CPS 124/296.3
Fall 2001

Particle Systems


Physically Based Models

Animate objects according to physical principles
Object motion is subject to world's forces according to f = ma
This may sound easy, but to model accurately requires solving differential equations
Rather than solve analytically, approximate by solving iteratively
Euler integration
Runge-Kutta 
Numerical instability arise based on step size and accumulated errors due to approximation --- a reason to take CPS 150 :)
Examples
Particle Systems
Collision-response
Springs
Cloth
Hair
Liquid

Distributed Computation

Computation is distributed over all agents in system
Characterized by decentralized control where aggregate behavior is emergent
Simple rules, when combined, lead to complex behavior
Examples
Vehicles
Boids
Fish

Artificial Life

Combine distributed computation over colonies, species, or even parts of a single body
Examples
Ants
Termites
Learning to move

ALife meets Animation

Sometimes animator wants some level of control over artificial life
Examples
Hard versus Soft Constraints
Inverse Kinematics
Optimization

References

ParticleSystems.com
Introduction to Physically Based Modeling by A. Witkin, D. Baraff, M. Kass
Introduction to Collision Detection by J. Gao
Human Figure Animation Project at MRL
How Industrial Light and Magic used particle systems in the movie The Perfect Storm
 

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