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phreezie | 2 years ago

If you're interested in how XPBD works, I can highly recommend the YouTube series of one of the authors who wrote the paper, Matthias Müller: https://www.youtube.com/c/TenMinutePhysics/videos

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xeonmc|2 years ago

Reading the presentation https://matthias-research.github.io/pages/tenMinutePhysics/0... , am I right in thinking that the vanilla Position-Based Dynamics is literally just how Quake does collision and then clip velocity against geometry? And the extension is simply to add a softness parameter that interacts in elastic-energy space?

So basically going from reality to PBS there goes three layers of simplification:

First Level: assume that the discrepancy between inertial and constrained position is caused by a constant force. Guess a force vector, simulate a constant-force scenario in a vacuum and fine tune your guess until the final position makes sense, to get the accompanying velocity

Second Level: actually, we don't really care about the velocity progression within the timestep, so we instead just assume that the discrepancy is caused by a velocity boost at the end of the last frame. Guess an impulse vector, simulate a constant-velocity scenario in a vacuum and fine tune your guess until the final position makes sense, to get the accompanying velocity

Third Level: actually, we don't really even care about the position progression within the timestep, so we instead just snap the position to the closest point that makes sense, and just say that your object went a bee-line from the last position to this position and your velocity is just the displacement over time.

pistachiopro|2 years ago

I'm not familiar with the implementation of Quake's physics, but my recollection of the PBD paper was that it was basically a "mathing up" of what was already a fairly common way of handling physics in games. Thomas Jakobsen wrote a very influential paper in 2001 about the character physics in the original Hitman that popularized a lot of the same ideas later presented in the PBD paper.

What is really interesting to me is that later on in 2016 Miles Macklin et al. from Nvidia released the Extended Position Based Dynamics paper (the XPBD referenced in the article), which bridged the gap between hacky-gamey PBD and a principled fully physics-based derivation. The physical derivation was explored and refined further in Primal/Dual Descent Methods for Dynamics.

And finally most interesting was the Small Steps in Physics Simulation paper by the same Nvidia group that showed that a simplified variation of XPBD that got rid of iterative solving in order to increase the physics sim framerate is actually a state of the art dynamics solver. As in, many dynamics problems are currently solved most accurately/efficiently using this overgrown hacky algorithm game programmers came up with to make dragging around corpses look better.

Kind of parallels the whole graphics cards for gamers morphing into GPUs for AI transition, just in a more niche way.

syntheweave|2 years ago

The two key insights that drive the game-physics approach of PDB(which follow decades of spaghetti-on-the-wall) essentially come down to: choosing a source of error that can be controlled, and not throwing away information too readily.

You end up using position because you can then solve for "only give me an answer with a valid position" - addressing it through motion makes it an indirect process, and then errors become subject to positive feedback loops. This biases PDB towards losing energy, but that's desirable for stability, and XPDB reduces the margin of error.

You avoid throwing away information by being cautious about when you "go forward" with a solution to the next timestep, and possibly keeping multiple solution sets alive to pick them heuristically. This is something you can do extensively when you are aiming for simple physics with abstract dynamics(platforming games, fighting games, etc.) - you know what kinds of solutions will "look right" already, therefore test all of them, make a ranking, backtrack as needed. When realism is needed the principle still works - you can still rank solutions by making up a metric - it's just made more complicated by the number of answers you get with complex dynamics. That explains why XPDB moves away from "substepping" the physics: it's more important to "go wide" and scan for a single, high-quality solution than to try to linearize each aspect and hope that using smaller steps will reduce the error for you, which was a common approach for abstract dynamics and resulted in biasing like "x axis movement is favored over y". The secret sauce in XPDB's design is in getting the desired qualities in a more analytic fashion, without so much brute force computation.