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Rigid Body Car Driving
      Simulation
                Cooper Findley
                 Chuck 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   2.66
Second gear          g2   1.78          Torque Model
Third gear           g3   1.30          y = c + b*x + b*x^2
Fourth gear          g4   1.0           TMax = 528.7 + 0.152*R − 0.0000217R^2
Fifth gear           g5   0.74
Sixth (!) gear       g6   0.50          Brake Model
Reverse                   gR     2.90   T_brake = p*K*min(1, omega/alpha)
Differential ratio   xd   3.42
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

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Cs 4621 presentation slides

  • 1. Rigid Body Car Driving Simulation Cooper Findley Chuck Moyes Mark Wang
  • 2. 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
  • 3. 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
  • 4. 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
  • 6. Torque Curves (V8 Engine) First gear g1 2.66 Second gear g2 1.78 Torque Model Third gear g3 1.30 y = c + b*x + b*x^2 Fourth gear g4 1.0 TMax = 528.7 + 0.152*R − 0.0000217R^2 Fifth gear g5 0.74 Sixth (!) gear g6 0.50 Brake Model Reverse gR 2.90 T_brake = p*K*min(1, omega/alpha) Differential ratio xd 3.42
  • 7. Automatic Gear Box Shift Map
  • 8. 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