Practical Physics/Dynamics
This ranges from “Objects don’t go through walls” up to full fluid dynamics and finite element modeling
Or, the animation can be generated with no realistic physics at all
In general, you need to make things run fast
- Quick convergence of iterative schemes
- good approximate algorithms
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Viewers can be pretty tolerant of things like incorrect bounces
This shift from accuracy to fast-and-looks-good is what distinguishes physically based CG from numerical science.