Dynamical simulation, in
computational physics
Computational physics is the study and implementation of numerical analysis to solve problems in physics. Historically, computational physics was the first application of modern computers in science, and is now a subset of computational science ...
, is the
simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
of systems of objects that are free to move, usually in three dimensions according to
Newton's laws of
classical dynamics, or approximations thereof. Dynamical simulation is used in
computer animation
Computer animation is the process used for digitally generating Film, moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation refers to moving images. Virtu ...
to assist animators to produce realistic motion, in
industrial design
Industrial design is a process of design applied to physical Product (business), products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in adva ...
(for example to simulate crashes as an early step in
crash testing), and in
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s. Body movement is calculated using
time integration methods.
Physics engines
In
computer science
Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, ...
, a program called a
physics engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. I ...
is used to model the behaviors of objects in space. These engines allow simulation of the way bodies of many types are affected by a variety of physical stimuli. They are also used to create dynamical simulations without having to know anything about physics. Physics engines are used throughout the video game and movie industry, but not all physics engines are alike. They are generally broken into
real-time and the high precision, but these are not the only options. Most real-time physics engines are inaccurate and yield only the barest approximation of the real world, whereas most high-precision engines are far too slow for use in everyday applications.
To understand how these Physics engines are built, a basic understanding of physics is required. Physics engines are based on the actual behaviors of the world as described by
classical mechanics
Classical mechanics is a Theoretical physics, physical theory describing the motion of objects such as projectiles, parts of Machine (mechanical), machinery, spacecraft, planets, stars, and galaxies. The development of classical mechanics inv ...
. Engines do not typically account for
non-classical mechanics (see
theory of relativity
The theory of relativity usually encompasses two interrelated physics theories by Albert Einstein: special relativity and general relativity, proposed and published in 1905 and 1915, respectively. Special relativity applies to all physical ph ...
and
quantum mechanics
Quantum mechanics is the fundamental physical Scientific theory, theory that describes the behavior of matter and of light; its unusual characteristics typically occur at and below the scale of atoms. Reprinted, Addison-Wesley, 1989, It is ...
) because most visualization deals with large bodies moving relatively slowly. The models used in dynamical simulations determine how accurate these simulations are.
Formulation
Particle model
The first model which may be used in
physics engines governs the motion of infinitesimal objects with finite mass called “particles.” This equation, called Newton’s Second law (see
Newton's laws) or the definition of force, is the fundamental behavior governing all motion:
:
This equation allows us to fully model the behavior of particles, but it is not sufficient for most simulations because it does not account for the rotational motion of
rigid bodies. This is the simplest model that can be used in a physics engine and was extensively used in early video games.
Inertial model
Bodies in the real world deform as forces are applied to them, so we call them “soft,” but often the deformation is negligibly small compared to the motion, and it is very complicated to model, so most physics engines ignore deformation. A body that is assumed to be non-deformable is called a
rigid body
In physics, a rigid body, also known as a rigid object, is a solid body in which deformation is zero or negligible, when a deforming pressure or deforming force is applied on it. The distance between any two given points on a rigid body rema ...
.
Rigid body dynamics
In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces. The assumption that the bodies are '' rigid'' (i.e. they do not deform under the action ...
deals with the motion of objects that cannot change shape, size, or mass but can change orientation and position.
To account for rotational energy and momentum, we must describe how force is applied to the object using a
moment, and account for the mass distribution of the object using an
inertia tensor. We describe these complex interactions with an equation somewhat similar to the definition of force above:
:
where
is the central
inertia tensor,
is the
angular velocity
In physics, angular velocity (symbol or \vec, the lowercase Greek letter omega), also known as the angular frequency vector,(UP1) is a pseudovector representation of how the angular position or orientation of an object changes with time, i ...
vector, and
is the moment of the ''j''th external force about the
mass center.
The
inertia tensor describes the location of each particle of mass in a given object in relation to the object's center of mass. This allows us to determine how an object will rotate dependent on the forces applied to it. This angular motion is quantified by the angular velocity vector.
As long as we stay below relativistic speeds (see
Relativistic dynamics), this model will accurately simulate all relevant behavior. This method requires the
Physics engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. I ...
to solve six
ordinary differential equations
In mathematics, an ordinary differential equation (ODE) is a differential equation (DE) dependent on only a single independent variable. As with any other DE, its unknown(s) consists of one (or more) function(s) and involves the derivatives ...
at every instant we want to render, which is a simple task for modern computers.
Euler model
The inertial model is much more complex than we typically need but it is the most simple to use. In this model, we do not need to change our forces or constrain our system. However, if we make a few intelligent changes to our system, simulation will become much easier, and our calculation time will decrease. The first constraint will be to put each torque in terms of the principal axes. This makes each torque much more difficult to program, but it simplifies our equations significantly. When we apply this constraint, we diagonalize the moment of inertia tensor, which simplifies our three equations into a special set of equations called
Euler's equations. These equations describe all rotational momentum in terms of the principal axes:
:
* The N terms are applied torques about the principal axes
* The I terms are the principal moments of inertia
* The
terms are angular velocities about the principal axes
The drawback to this model is that all the computation is on the front end, so it is still slower than we would like. The real usefulness is not apparent because it still relies on a system of non-linear differential equations. To alleviate this problem, we have to find a method that can remove the second term from the equation. This will allow us to integrate much more easily. The easiest way to do this is to assume a certain amount of symmetry.
Symmetric/torque model
The two types of symmetric objects that will simplify
Euler's equations are “symmetric tops” and “symmetric spheres.” The first assumes one degree of symmetry, this makes two of the I terms equal. These objects, like cylinders and tops, can be expressed with one very simple equation and two slightly simpler equations. This does not do us much good, because with one more symmetry we can get a large jump in speed with almost no change in appearance. The symmetric sphere makes all of the I terms equal (the
Moment of inertia scalar), which makes all of these equations simple:
:
* The N terms are applied torques about the principal axes
* The
terms are angular velocities about the principal axes
* The I term is the scalar
Moment of inertia:
:
:where
**V is the volume region of the object,
**''r'' is the distance from the axis of rotation,
**''m'' is mass,
**''v'' is volume,
**ρ is the pointwise
density
Density (volumetric mass density or specific mass) is the ratio of a substance's mass to its volume. The symbol most often used for density is ''ρ'' (the lower case Greek letter rho), although the Latin letter ''D'' (or ''d'') can also be u ...
function of the object,
**''x'', ''y'', ''z'' are the Cartesian coordinates.
These equations allow us to simulate the behavior of an object that can spin in a way very close to the method simulate motion without spin. This is a simple model but it is accurate enough to produce realistic output in real-time Dynamical simulations. It also allows a
Physics engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. I ...
to focus on the changing forces and torques rather than varying inertia.
Multiple bodies
Multibody simulation (MBS) is a method of
numerical simulation in which
multibody system
Multibody system is the study of the dynamics (physics), dynamic behavior of interconnected rigid body, rigid or flexible body, flexible bodies, each of which may undergo large Translation (physics), translational and rotational displacements.
In ...
s are composed of various
rigid or
elastic
Elastic is a word often used to describe or identify certain types of elastomer, Elastic (notion), elastic used in garments or stretch fabric, stretchable fabrics.
Elastic may also refer to:
Alternative name
* Rubber band, ring-shaped band of rub ...
bodies. Connections between the bodies can be modeled with
kinematic constraints (such as joints) or force elements (such as spring dampers). Unilateral constraints and
Coulomb-friction can also be used to model frictional contacts between bodies.
Multibody simulation is a useful tool for conducting motion analysis. It is often used during
product development
New product development (NPD) or product development in business and engineering covers the complete process of launching a new product to the market. Product development also includes the renewal of an existing product and introducing a product ...
to evaluate characteristics of comfort, safety, and performance. For example, multibody simulation has been widely used since the 1990s as a component of
automotive suspension design. It can also be used to study issues of
biomechanics, with applications including
sports medicine
Sports medicine is a branch of medicine that deals with physical fitness and the treatment and prevention of injuries related to sports and exercise. Although most sports teams have employed team physicians for many years, it is only since the ...
,
osteopathy
Osteopathy is a pseudoscientific system of alternative medicine that emphasizes physical manipulation of the body's muscle tissue and bones. In most countries, practitioners of osteopathy are not medically trained and are referred to as osteo ...
, and human-machine interaction.
The heart of any multibody simulation software program is the
solver
A solver is a piece of mathematical software, possibly in the form of a stand-alone computer program or as a Library (computing), software library, that 'solves' a mathematical problem. A solver takes problem descriptions in some sort of generic ...
. The solver is a set of computation
algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algo ...
s that solve equations of motion. Types of components that can be studied through multibody simulation range from electronic
control systems
A control system manages, commands, directs, or regulates the behavior of other devices or systems using control loops. It can range from a single home heating controller using a thermostat controlling a domestic boiler to large industrial co ...
to noise, vibration and harshness. Complex models such as engines are composed of individually designed components, e.g.
piston
A piston is a component of reciprocating engines, reciprocating pumps, gas compressors, hydraulic cylinders and pneumatic cylinders, among other similar mechanisms. It is the moving component that is contained by a cylinder (engine), cylinder a ...
s and
crankshaft
A crankshaft is a mechanical component used in a reciprocating engine, piston engine to convert the reciprocating motion into rotational motion. The crankshaft is a rotating Shaft (mechanical engineering), shaft containing one or more crankpins, ...
s.
The MBS process often can be divided in 5 main activities. The first activity of the MBS process chain is the "3D CAD master model", in which product developers, designers and engineers are using the CAD system to generate a CAD model and its assembly structure related to given specifications. This 3D CAD master model is converted during the activity "Data transfer" to the MBS input data formats i.e.
STEP. The "MBS Modeling" is the most complex activity in the process chain. Following rules and experiences, the 3D model in MBS format, multiple boundaries, kinematics, forces, moments or degrees of freedom are used as input to generate the MBS model. Engineers have to use MBS software and their knowledge and skills in the field of engineering mechanics and machine dynamics to build the MBS model including joints and links. The generated MBS model is used during the next activity "Simulation". Simulations, which are specified by time increments and boundaries like starting conditions are run by MBS Software. It is also possible to perform MBS simulations using
free and open source packages. The last activity is the "Analysis and evaluation". Engineers use case-dependent directives to analyze and evaluate moving paths, speeds, accelerations, forces or moments. The results are used to enable releases or to improve the MBS model, in case the results are insufficient. One of the most important benefits of the MBS process chain is the usability of the results to optimize the 3D CAD master model components. Due to the fact that the process chain enables the optimization of component design, the resulting loops can be used to achieve a high level of design and MBS model optimization in an iterative process.
[Faath, A. and Anderl, R. Interdisciplinary and Consistent Use of a 3D CAD Model for CAx Education in Engineering Studies. In ''ASME 2016 International Mechanical Engineering Congress and Exposition'' (pp. V005T06A031-V005T06A031). American Society of Mechanical Engineers. November 2016]
See also
*
Bounding volume
In computer graphics and computational geometry, a bounding volume (or bounding region) for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency ...
*
Collision detection
*
Euler's equations (rigid body dynamics)
*
Moment of inertia
*
Physics Abstraction Layer
*
Physics engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. I ...
*
Rigid body dynamics
In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces. The assumption that the bodies are '' rigid'' (i.e. they do not deform under the action ...
References
{{Computer simulation
Computational physics
Computer physics engines
Dynamics (mechanics)