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Rigid Body Car Driving Simulation
         Cooper Findley
         Charles 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
Proof of Concept
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)
    ●   Lateral slip angle, longitudinal 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   y = c + b*x + b*x^2
Third gear           g3   1.30   TMax = 528.7 + 0.152*R − 0.0000217*R^2
Fourth gear          g4   1.0
Fifth gear           g5   0.74
Sixth (!) gear       g6   0.50
Reverse              gR   2.90
Differential ratio   xd   3.42
Automatic Gear Box Shift Map
Project Plan
1. Implement a rigid body dynamics simulation engine
2. Begin implementing basic car physics (longitudinal forces
  and engine torque/RPM coupling based on slip ratio)
3. Work on latitudinal forces (cornering, sliding, etc. based on
  slip angle)
4. Research and implement the Pacejka tire model as opposed
  to simple slip curves
5. Work on suspension/weight distribution by modeling mass-
  spring-dashpot system for each tire
6. Work on advanced wheel-body joint constraints using
  Jacobian (as seen in ODE)
7. Work on 3D rendering (car model, terrain, speedometer, rear
  view mirror)
8. Add support for various input devices (joysticks, steering
  wheels, floor pedals, force feedback)
9. Tweak stability and find suitable values for simulation
  constant parameters based on a particular car (Corvette C5?)
10. Improve general accuracy of the simulation
Time-Permitting
●   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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Presentation slides

  • 1. Rigid Body Car Driving Simulation Cooper Findley Charles 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
  • 4. 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
  • 5. 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) ● Lateral slip angle, longitudinal slip ratio ● Gear Box Model ● Gear ratios, differential ratio ● Automatic shifter logic
  • 7. Torque Curves (V8 Engine) First gear g1 2.66 Second gear g2 1.78 y = c + b*x + b*x^2 Third gear g3 1.30 TMax = 528.7 + 0.152*R − 0.0000217*R^2 Fourth gear g4 1.0 Fifth gear g5 0.74 Sixth (!) gear g6 0.50 Reverse gR 2.90 Differential ratio xd 3.42
  • 8. Automatic Gear Box Shift Map
  • 9. Project Plan 1. Implement a rigid body dynamics simulation engine 2. Begin implementing basic car physics (longitudinal forces and engine torque/RPM coupling based on slip ratio) 3. Work on latitudinal forces (cornering, sliding, etc. based on slip angle) 4. Research and implement the Pacejka tire model as opposed to simple slip curves 5. Work on suspension/weight distribution by modeling mass- spring-dashpot system for each tire 6. Work on advanced wheel-body joint constraints using Jacobian (as seen in ODE) 7. Work on 3D rendering (car model, terrain, speedometer, rear view mirror) 8. Add support for various input devices (joysticks, steering wheels, floor pedals, force feedback) 9. Tweak stability and find suitable values for simulation constant parameters based on a particular car (Corvette C5?) 10. Improve general accuracy of the simulation
  • 10. Time-Permitting ● 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