Vector field of velocities/accelerations (depends on what this field represents)
Differential equations to solve initial value problems.
Euler’s method
Approximation. Break into discrete time steps.
Choie of $\Delta t$ (time interval) is thus critical.
Wrong choice can make movement inaccurate and unstable.
Velocity-time: $v_t = x’_t = f(x_t, t)$.
Position-time: $x_{t+1} = x_t + \Delta t v_t$.
Midpoint method is a modification of Euler’s method.
$\Delta x = \Delta t f(x, t)$
$v_\text{mid} = f(x + \frac{\Delta x}{2}, t + \frac{\Delta t}{2})$
$x_{t + 1} = x_t + \Delta t v_\text{mid}$
Use the midpoint velocity to derive the next step’s position, instead of the velocity at the start of the interval.
Advanced Particle Systems
Mass Spring systems
Smoothed particle hydrodynamics (SPH)
Crowd simulation (human crowds)
Mass spring systems
Hooke’s law: $f_s = k_s(x - r) - k_d v$
1D line of springs (hair)
2D (cloth)
Triangulated particles (see below)
3D (jello)
More sophisticated methods FEMs (Finite elemental methods)