[Algorithms] Numerical methods
Brought to you by:
vexxed72
From: Jamie F. <j.f...@re...> - 2000-08-16 15:32:43
|
Cheers, I'll look into them when I get time :) Jamie "Graham S. Rhodes" wrote: > Here are a few of the references that I use: > > "Computational Dynamics" by Ahmed Shabana is a decent book on, well, > computational rigid-body dynamics with full discussion on many many joint > constraints but not collision detection. It has a fair discussion of > numerical methods, but it does not analyze the error terms sufficiently. > > "Computational Geometry: Algorithms and Applications" by M. de Berg et al. > This book has some decent discussions on the development of robust geometric > algorithms that handle degenerate cases well. Although I use the book as > background, I haven't really tested their algorithms. > > One my favorite references on numerical methods is: > > "Computational Fluid Mechanics and Heat Transfer" by Tannehill, Anderson, > and Pletcher. The order of the authors is random for each edition (there are > two so far). This will be one of my references for the papers I'll be > preparing. > > I know this sounds like a strange reference, but it has one of the best > discussions I know of on the fundamental nature of numerical errors in > discrete integration schemes for differential equations. Chapters 2 and 3 > are introductions to DE's (especially PDE's due to the nature of the > material of the topic of the book), and have nothing really to do with > fluids. Chapter 4 analyzes truncation error in a bit more detail, and > studies the stability issues of a laundry list of equations, using a variety > of different difference formulas. > > There is some discussion in the book about how to deal with discontinuities. > In fluids, discontinuities are shock waves, contact surfaces (two regions of > fluid that move at different velocities at a common boundary in an inviscid > flow----such as the interface between water and air at the ocean). But some > of the rules apply elsewhere, including when you have cracks in a rigid or > nonrigid body, and when there are collisions in a dynamics problem. The > trick is detecting the discontinuities in an automated and robust manner. > Obviously, it is hard to detect collisions in a robust manner while keeping > time steps large enough for games. (Well, even without dealing with time > steps). In fluids, shock capture methods are pretty good at finding > discontinuities, but as with using penalty methods in dynamics there tends > to be a general mushiness/springiness with oscillations at the > discontinuity---second order accurate methods are required to come close to > tightly modeling the discontinuity. Shock fitting methods actually model the > geometry of the shock explicitly, and this is similar to restarting the > integration of a dynamics problem at the point of collision. Much nicer if > you can do it fast enough, harder to code. And you still have the problem of > intersecting the geometries. (In fluids, the geometry problem involves > moving the shock geometry until the flow properties on both sides satisfy > the "Rankine-Hugoniot" equations----required to satisfy the second law of > thermodynamics for physically consistent shocks. Enough of this tangent!) > > Graham Rhodes > > > -----Original Message----- > > From: gda...@li... > > [mailto:gda...@li...]On Behalf Of Jamie > > Fowlston > > Sent: Wednesday, August 16, 2000 4:55 AM > > To: gda...@li... > > Subject: Re: [Algorithms] XGDC conference > > > > > > Can you recommend any books on the topic? I avoided the numerical methods > > lectures while at university, and so far it's been the most > > useful thing I could > > have done there.... > > > > Jamie > > > > > > "Graham S. Rhodes" wrote: > > > > > Wow, > > > > > > Lots of attendees here! I appreciate the feedback folks. Starting to get > > > excited. I'm planning to propose a talk on predicting and > > managing numerical > > > error for stable physics simulation for games. The XGDC topic list on > > > xgames3d.com has me listed with a title of "Advanced Physics > > Programming," > > > but really the idea is to introduce formal techniques for analyzing the > > > errors introduced by numerical techniques, the way that the errors > > > propogate(sometimes leading to instability and blow-ups), and > > how to control > > > the errors by designing or selecting the right solution scheme. > > Sounds a bit > > > boring, but just about everything I've seen related to game physics > > > simulation has skipped over this, and it is essential to > > achieving the most > > > robust physics simulations. > > > > > > I'm also going to submit at least one proposal to GDC on a > > related matter. > > > By the time GDC rolls around hopefully I'll have some more interesting > > > examples, such as tricky collision detection examples. > > > > > > Graham Rhodes > > > > > > _______________________________________________ > > > GDAlgorithms-list mailing list > > > GDA...@li... > > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |