cs 4621 presentation slides
TRANSCRIPT
Rigid Body Car Driving Simulation
Cooper FindleyChuck Moyes
Mark Wang
Overall Idea Implement OpenGL 3D car driving simulation in
C++ Libraries used: SDL, GLEW, SOLID, SDL_ttf,
SDL_image, SDL_mixer, Armadillo Emphasis: Realistic Physics
Rigid Body Dynamics Simulation Erleben “Velocity-Based Shock Propagation for Multibody Dynamics
Animation”
CS 5643: Physically Based Animation for Computer Graphics
Euler numerical integration
Collision detection, response, tangential Coulomb friction, resting contact
Projected Relaxed Gauss-Seidel solver
ODE's “Hinge-2” Joint Constraint
Other Possibilities:
Impulse, Penalty methods
for contact 4th Order RK integrator, Time-Corrected Verlet method
Car Physics Model Short, et al. “Simulation of Vehicle Longitudinal Dynamics”
Beckman “Physics of Racing Series”
Monster “Car Physics for Games”
Longitudinal Forces
Engine Force (torque curve as function of RPM) Resistance Forces: Fluid dynamic air drag (proportional v²),
Rolling resistance (C_rr), Brake Forces Lateral Forces
Pacejka tire model (continued) Slip angle, slip ratio
Gear Box Model
Gear ratios, differential ratio Automatic shifter logic
Pacejka Tire Model
Lateral Longitudinal
Torque Curves (V8 Engine)
First gear g1 2.66Second gear g2 1.78Third gear g3 1.30Fourth gear g4 1.0Fifth gear g5 0.74Sixth (!) gear g6 0.50Reverse gR 2.90Differential ratio xd 3.42
Torque Modely = c + b*x + b*x^2TMax = 528.7 + 0.152*R − 0.0000217R^2
Brake ModelT_brake = p*K*min(1, omega/alpha)
Automatic Gear Box Shift Map
Time-Permitting
Work on suspension/weight distribution by modeling mass-spring-dashpot system for each tire
Work on advanced wheel-body joint constraints using Jacobian (as seen in ODE)
A height-map terrain engine using the ROAM level of detail algorithm for driving over bumpy terrain
The use of a special input device such as a Logitech steering wheel controller with force feedback
A more advanced force-based model of the car physics as discussed in Beckman’s articles
A full-fledged racing game using the simulation engine