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Physics Simulations

myphysicslab.com

11–20 of 28 posts

Re: Physics Simulations

#11
When I selected the double spring and pulled back the outer mass, as I let go the distance between the two masses went negative. This caused a runaway effect, sending system energy towards infinity.

Cute but the models are not very robust

Re: Physics Simulations

#12
post #4

Earlier quoted context omitted.

These all look like physics engines for graphics rendering. They all say 2d or 3d, and that means they surely can't handle concepts like relativistic spacetime. Do you know of any libraries for doing 'backend' physical simulations, such as calculating scattering amplitudes, making projections of spacetime models onto either space-like or time-like slices, and, especially, using tensor networks for modelling condensed…

Writing a general engine to do all these things is likely not a reasonable thing to do. Complicated dynamical systems usually involve solving PDEs and for that you need to discretize your domain. How you choose to do so will drastically affect the numerical properties of your simulation. Most "real-physics" simulators tend to be specialized to a given task or even a given domain (for example simulating heat diffusion…

> The generic game physics engines use very simple models of mechanics and allow for numerical issues (e.g. by using finite differences)

Most modern game physics engines aren't actually discretizing an ODE or a PDE, at this point. The current standard techniques (see Nvidia's PhysX, for example) are instead solving something that look like a constraint satisfaction problem but gives force-like effects. You don't even get consistency under refinement with these methods, but they are cheap, and importantly, stable when terminated early (to remain under strict time budgets required of game based physics).

Re: Physics Simulations

#13

Earlier quoted context omitted.

Writing a general engine to do all these things is likely not a reasonable thing to do. Complicated dynamical systems usually involve solving PDEs and for that you need to discretize your domain. How you choose to do so will drastically affect the numerical properties of your simulation. Most "real-physics" simulators tend to be specialized to a given task or even a given domain (for example simulating heat diffusion…

> The generic game physics engines use very simple models of mechanics and allow for numerical issues (e.g. by using finite differences) Most modern game physics engines aren't actually discretizing an ODE or a PDE, at this point. The current standard techniques (see Nvidia's PhysX, for example) are instead solving something that look like a constraint satisfaction problem but gives force-like effects. You don't even…

Interesting. So are these minimizing some constrained energy based on the physical properties and current state of whatever you're trying to simulate? If so, I don't quite understand how you avoid solving (or approximating) a PDE/ODE. My research is mostly in meshing and I'm not familiar with real-time simulation stuff. Do you have a link to a good paper on the topic?

Re: Physics Simulations

#15

Earlier quoted context omitted.

> The generic game physics engines use very simple models of mechanics and allow for numerical issues (e.g. by using finite differences) Most modern game physics engines aren't actually discretizing an ODE or a PDE, at this point. The current standard techniques (see Nvidia's PhysX, for example) are instead solving something that look like a constraint satisfaction problem but gives force-like effects. You don't even…

Interesting. So are these minimizing some constrained energy based on the physical properties and current state of whatever you're trying to simulate? If so, I don't quite understand how you avoid solving (or approximating) a PDE/ODE. My research is mostly in meshing and I'm not familiar with real-time simulation stuff. Do you have a link to a good paper on the topic?

Check out 'Position Based Dynamics' by Matthias Mueller, it was the first paper on the topic.

Re: Physics Simulations

#16
post #4

Earlier quoted context omitted.

These all look like physics engines for graphics rendering. They all say 2d or 3d, and that means they surely can't handle concepts like relativistic spacetime. Do you know of any libraries for doing 'backend' physical simulations, such as calculating scattering amplitudes, making projections of spacetime models onto either space-like or time-like slices, and, especially, using tensor networks for modelling condensed…

This might be of interest for spacetime modeling: https://arxiv.org/abs/1712.07658

It isn't, mainly because it solves classical physics, i.e. Newtons equations. In contrast, your linked paper discusses numerical relativity, that's an approach to solve Einstein's general relativistic theory of gravity. While nowadays we do have a mathematically kind-of-similar formulation (an initial value formulation of a partial differential equation system which can be solved with similar techniques as classical mechanics -- so indeed with similar techniques as the "physics engines" refered here to), the bleeding edge research is at another scale. We use high performance computers to solve a large and complex system of equations (typically several MB of source code defining the system) in very large computational domains which take GB-PB of main memory on thousands of computers.

It may be worth saying that numerical relativity played a key part in the last Nobel prize for the detection of gravitational waves.

Nevertheless it's nice to refer to this analogy.

Re: Physics Simulations

#17
Awesome stuff! A few months back I found a double pendulum simulation in less than 100 lines of JavaScript. It was a ton of fun to play around with the code.

Code and explanation: http://www.physicsandbox.com/projects/double-pendulum.html

Demo: http://www.physicsandbox.com/projects/double-pendulum-sim.ht...

Re: Physics Simulations

#19

Earlier quoted context omitted.

Interesting. So are these minimizing some constrained energy based on the physical properties and current state of whatever you're trying to simulate? If so, I don't quite understand how you avoid solving (or approximating) a PDE/ODE. My research is mostly in meshing and I'm not familiar with real-time simulation stuff. Do you have a link to a good paper on the topic?

Check out 'Position Based Dynamics' by Matthias Mueller, it was the first paper on the topic.

Most games aren’t using anything remotely near as sophisticated as that. Most games use rigid body simulations, and while the details of each implementation is different, most of them work in a similar way. The common method in open source engines is a projected gauss Seidel [0] which is used in bullet physics. Most other engines (PhysX and Havok) are to the best of my knowledge using something very similar.

[0] http://www.bulletphysics.com/ftp/pub/test/physics/papers/Ite...

Re: Physics Simulations

#20
post #4
post #2

cool! Included here: https://www.tapirgames.com/blog/open-source-physics-engines

These all look like physics engines for graphics rendering. They all say 2d or 3d, and that means they surely can't handle concepts like relativistic spacetime. Do you know of any libraries for doing 'backend' physical simulations, such as calculating scattering amplitudes, making projections of spacetime models onto either space-like or time-like slices, and, especially, using tensor networks for modelling condensed…

The closest thing I can think of is [Geant4](https://en.wikipedia.org/wiki/Geant4), which is a monte carlo-based particle simulator. It doesn't have facilities to work with geometric models of spacetime, of course, but it's used extensively in the high energy physics community and medical imaging communities.
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