Project 4: Simulator


Assigned Fab 27, 2023
Due Mar 13, 2023
Artifact Due Mar 13, 2023
Help Sessions Sign up for Office Hours with Ethan
Project TA Ethan Vrhel
Artifact Turn-in Upload Page (instructions)
Artifact Winners

Overview


Description

In this project, you will implement your own physics simulation engine. This basic engine emits spheres and has them bounce off other sphere and plane colliders.

Getting Started

To get started, clone the GitLab repository that was created for you. The skeleton code has comments marked with // TODO denoting where to write your code. You are encouraged to read through this document and review the Particle System lectures carefully.

If you are having trouble cloning the repo (for example not all files show up), make sure to install git-lfs.

The Simulator project has the scenes SimTest* which make use of PhysicsSimulation.cs and PhysicsProperties.cs. When working on your physics engine, you'll probably want to spend most of your time verifying your implementation in the SimTest* scenes first before continuing on.

You can compare your implementation with our provided reference behavior here

The skeleton code is also avaliable here which contains the unmodified test scenes, in case you modified them by accident.

Requirements


Part A: Physics Simulation


Program Overview

First, navigate to the SimTest1 scene. In the scene, there is an Emitter that uses the PhysicsSimulation.cs script to emit spheres. When playing this scene, spheres will be periodically emitted, but since you have not yet implemented any physics, they will not yet move. You can change the properties of the emitted spheres by changing the following parameters. Scale is the size of a sphere. Period controls how often a sphere is emitted. Max Spheres controls how many spheres exist in a scene simultaneously (for performance).

Note: changing these values during play does not update the simulation in real time. Any changes must be made before playing the scene.

There are also PlaneCollider and SphereCollider gameobjects that use the CustomCollider.cs script to mark the respective plane and sphere primitives as colliders for our physics engine implementation. Each PlaneCollider or SphereCollider also has the restitution constant of the range [0,1] used in calculating collision force attenuation.

If you want to add additional colliders, navigate to the Prefabs/Colliders folder and drag PlaneCollider/SphereCollider into the scene.

Skeleton Code

There are three major components in our physics simulation system:

The skeleton code already provides a general outline of a simulation engine. Specifically, at every frame, the engine first spawns the spheres by calling the EmitSpheres function. The spheres are spawned at the world coordinates of the Emitter Gameobject. Then, for each sphere, we need to:

  1. Calculate total forces acted on a sphere and solve for the sphere's position and velocity using Euler's method in the ComputeSphereMovement function.
  2. Detect collision and calculate collision response for the sphere in the OnCollision function.
Implement Viscous Drag Force

Complete the TODO in PhysicsProperties.cs to implement a viscous drag force class. You must implement the constructor as well as the GetForce and SetDragCoefficient methods. The GetForce method should return a force vector which is the drag force exerted on a given Sphere. The SetDragCoefficient should update the coefficient of the drag force such that a subsequent call to GetForce will respect the new drag coefficient.

The ComputeSphereMovement Function

The ComputeSphereMovement function is called every frame for each sphere (see FixedUpdate), and updates a Sphere's velocity and position. Complete the TODO in ComputeSphereMovement in PhysicsSimulation.cs. Refer to lecture notes. In general, you will need to:

  1. Clear forces
  2. Calculate total forces acted on a sphere
  3. Solve the system of forces using Euler's method (derivatives)
  4. Update sphere's position and velocity

Hint: Use Unity's Time.deltaTime which is the interval in seconds from the last frame to the current.

Once you finish this part, you should be able to see the emitted spheres move in the SimTest* scenes.

The OnCollision function

The OnCollision function in PhysicsSimulation.cs checks if a collision occurred between a ball and a collider, and also handles the collision interaction (bouncing). It returns a boolean indicating whether a collion occurred. Although we need to update a sphere's position and velocity in world space, checking for collisions is much easier in a collider's canonical (local) space. The skeleton already handles conversion from world to local space for both position and velocity of a sphere in the OnCollision function. Depending on whether the collider is a sphere or plane, we need separate checks.

Complete the three following 3 steps:

Part B: Maze Game


In this part, you will be building a 3D maze game using the physics engine you have just created in Part A. In the game, the player tilts the board to guide the ball around the maze to its destination while picking up some objectives and avoiding obstacles.

MazeGame Requirements

We have already created a simple MazeGame for you with all the necessary components such as the maze area, the control system, and the Emitter which spawns the player sphere. However, the game does not yet handle or detect collisions.

Handle collision detection and response

Use what you implemented in part A to complete the 2 TODOs in the MazeGameController.cs script to simulate the physics and handle the collisions so that the sphere rolls on the ground, picks up Collectible objects, and collides with the EndWall.

Ensure the sphere always rolls on the ground

The reason why the sphere sinks to the ground is because we don't consider the normal force from the plane. Consider a stationary sphere sitting on a plane. In the next timestep, the ball falls below the plane, but our mechanism of collision reflects the direction of velocity, which is zero. Hence, the sphere is not kept on the ground.

To fix this, we simply always position the sphere on top of the collider when there is a collision. Complete the TODO: Follow these steps to ensure the sphere always on top of the plane in OnCollision function in PhysicsSimulation.cs. The sphere should be able to roll around the maze after that.

Once you have done this, ensure you can pick up all the collectibles (orange spheres) and get to the end of the maze with you ball correctly colliding off surfaces. By default, the arrow keys are used to rotate the maze.

SimTest References


In 16:9 aspect ratio, captured after parts A and B are completed.

1

2

3

4

5

6

Part C: Rube Goldberg Machine


Overview

Before you start working on part C, make sure you have finished parts A and B, and check the TURN-IN instructions below. You will need to submit your code for parts A and B without any code from part C. To do this, copy the source files you modified in part A into a .zip file titled part_ab.zip. These files should be PhysicsProperties.cs, PhysicsSimulation.cs, and MazeGameController.cs.

Note: your solution for parts A and B will be checked against only the source files you provide in part_ab.zip. If you want to double check your work before submitting, clone the skeleton code here, insert your scripts, and then check the solution.

For part C, you may modify any of the source files as well as add your own. Just make sure any new files are added to your repository.

You will create a Unity scene where you simulate a ball physically interacting with a Rube Goldberg machine that you create. For this part, you will need to implement some more forces, in addition to forces you have created in previous parts. You will probably need to make major changes to the skeleton-code and you code in part A and B. Here are the requirements you need to include in your final deliverable. You must not use Unity's built in physics.

Turn-in Information


Please follow the general instructions here. More details below:

Your code for part A should be in a file named part_ab.zip. This should contain the files PhysicsSimulation.cs, PhysicsProperties.cs, and MazeGameController.cs without any code from part C. Make sure you add this to the repository.

In README.md, describe any bells, whistles, or anything special you implemented.

Artifact Submission

For your artifact, you will be submitting a recording of your Rube-Goldberg machine. You must submit the video as an MP4, other video formats will not count. Most recording software should allow you to select an output format.

If you need to convert your video file, various online tools exist, or you could install ffmpeg, a command line tool for converting video and audio formats. Assuming you have added the program to your system's path, you can run:

ffmpeg -i <Your Video File> artifact.mp4

Which will convert your video named <Your Video File> to an MP4 named artifact.mp4. The file does not need to be named this, however.

Bells and Whistles


You are required to implement at least one bell and one whistle. Any additional ones you implement are worth extra credit. You are also encouraged to come up with your own extensions for the project. Run your ideas by the TAs or Instructor, and we'll let you know if you'll be awarded extra credit for them. If you do decide to do something out of the ordinary (that is not listed here), be sure to mention it in the README.md file when you submit the project.

Come up with another whistle and implement it.  A whistle is something that extends the use of one of the things you are already doing. It is part of the basic model construction, but extended or cloned and modified in an interesting way. Ask your TAs to make sure this whistle is valid.

Modify your particle system so that the particles' velocities get initialized with the velocity of the hierarchy component from which they are emitted. The particles may still have their own inherent initial velocity. For example, if your model is a helicopter with a cannon launching packages out if it, each package's velocity will need to be initialized to the sum of the helicopter's velocity and the velocity imparted by the cannon.

Particles rendered as points or spheres may not look that realistic.  You can achieve more spectacular effects with a simple technique called billboarding. A billboarded quad (aka "sprite") is a textured square that always faces the camera. For full credit, you should load a texture with transparency, and use the Textured Material or your own Material that has alpha blending.

Use the billboarded quads you implemented above to render the following effects.  Each of these effects is worth one whistle provided you have put in a whistle worth of effort making the effect look good.

Fire (You'll probably want to use additive blending for your particle)

Snow (example)

Water fountain (example)

Fireworks (example)

Add baking to your particle system.  For simulations that are expensive to process, some systems allow you to cache the results of a simulation.  This is called "baking."  After simulating once, the cached simulation can then be played back without having to recompute the particle properties at each time step.  See this page for more information on how to implement particle baking (although, note that this is an old webpage that refers to a different project. The function names may not apply, but the general logic for integrating baking is still useful).    

Euler's method is a very simple technique for solving the system of differential equations that defines particle motion.  However, more powerful methods can be used to get better, more accurate results.  Implement your simulation engine using a higher-order method such as the Runge-Kutta technique.  ( Numerical Recipes, Sections 16.0, 16.1) has a description of Runge-Kutta and pseudo-code.

Add levers (seesaws, hinged doors).

Add object that are “alive”: actuated with “muscles”, and reacting to the external stimuli (e.g. when ball gets near start moving)

Make a game out of it, where the game gives you a start and goal, along with a half-finished Rube Goldberg machine. The goal for the player is to place certain given objects (springs, cloth, walls, etc.) in order for the ball to reach the goal. Note: The game must be fully playable and contained within a unity scene, which means when you press the “Unity play button”, the physical simulation shouldn't start, but instead the game should start. You must create a ui for allowing the player to place objects within the scene. Note: The player is not allowed to use the built in Unity scene editing tools playing the games, the placing of the objects must be contained withih the game.

Perform collision detection with more complicated shapes.  For complex scenes, you can even use the accelerated ray tracer and ray casting to determine if a collision is going to occur.  Credit will vary with the complexity shapes and the sophistication of the scheme used for collision detection.

x2

Add flocking behaviors to your particles to simulate creatures moving in flocks, herds, or schools.  A convincing way of doing this is called "boids"  (see here for a short flocking guide, and here for a demo and for more information).  For full credit, use a model for your creatures that makes it easy to see their direction and orientation (as a minimal example, you could show this with colored pyramids, oriented towards the direction in which the creatures are pointing).  For up to one more bell, make a realistic creature model and have it move realistically according to its motion path.  For example, a bird model would flap its wings to gain speed and rise in the air, and hold its wings outstretched when turning or gliding.

x4

Incorporate rigid-body simulations into your program, so that you can correctly simulate collisions and response between rigid objects in your scene.

Monster Bells


Disclaimer: please consult the course staff before spending any serious time on these. They are quite difficult, and credit can vary depending on the quality of your method and implementation.

Inverse kinematics

The hierarchical model that you created is controlled by forward kinematics; that is, the positions of the parts vary as a function of joint angles. More mathematically stated, the positions of the joints are computed as a function of the degrees of freedom (these DOFs are most often rotations). The problem is inverse kinematics is to determine the DOFs of a model to satisfy a set of positional constraints, subject to the DOF constraints of the model (a knee on a human model, for instance, should not bend backwards).

This is a significantly harder problem than forward kinematics. Aside from the complicated math involved, many inverse kinematics problems do unique solutions. Imagine a human model, with the feet constrained to the ground. Now we wish to place the hand, say, about five feet off the ground. We need to figure out the value of every joint angle in the body to achieve the desired pose. Clearly, there are an infinite number of solutions. Which one is "best"?

Now imagine that we wish to place the hand 15 feet off the ground. It's fairly unlikely that a realistic human model can do this with its feet still planted on the ground. But inverse kinematics must provide a good solution anyway. How is a good solution defined?

Your solver should be fully general and not rely on your specific model (although you can assume that the degrees of freedom are all rotational). Additionally, you should modify your user interface to allow interactive control of your model though the inverse kinematics solver. The solver should run quickly enough to respond to mouse movement.

If you're interested in implementing this, you will probably want to consult the CSE558 lecture notes.

Interactive Control of Physically-Based Animation

Create a character whose physics can be controlled by moving a mouse or pressing keys on the keyboard.  For example, moving the mouse up or down may make the knees bend or extend the knees (so your character can jump), while moving it the left or right could control the waist angle (so your character can lean forward or backward).  Rather than have these controls change joint angles directly, as was done in the modeler project, the controls should create torques on the joints so that the character moves in very realistic ways.  This monster bell requires components of the rigid body simulation extension above, but you will receive credit for both extensions as long as both are fully implemented..  For this extension, you will create a hierarchical character composed of several rigid bodies.   Next, devise a way user interactively control your character.  

This technique can produce some organic looking movements that are a lot of fun to control.  For example, you could create a little Luxo Jr. that hops around and kicks a ball.  Or, you could create a downhill skier that can jump over gaps and perform backflips (see the Ski Stunt example below).

SIGGRAPH paper - http://www.dgp.toronto.edu/~jflaszlo/papers/sig2000.pdf

Several movie examples - http://www.dgp.toronto.edu/~jflaszlo/interactive-control.html

Ski Stunt - a fun game that implements this monster bell - Information and Java applet demo - Complete Game (win32)

If you want, you can do it in 2D, like the examples shown in this paper (in this case you will get full monster bell credit, but half credit for the rigid body component).