Interactive Simulation of Rigid Body Dynamics in Computer Graphics

Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high‐performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems....

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Veröffentlicht in:Computer graphics forum Jg. 33; H. 1; S. 246 - 270
Hauptverfasser: Bender, Jan, Erleben, Kenny, Trinkle, Jeff
Format: Journal Article
Sprache:Englisch
Veröffentlicht: Oxford Blackwell Publishing Ltd 01.02.2014
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ISSN:0167-7055, 1467-8659
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Abstract Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high‐performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state‐of‐the‐art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research. Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state‐of‐the‐art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner.
AbstractList Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high-performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research. [PUBLICATION ABSTRACT]
Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high‐performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state‐of‐the‐art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research .
Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high‐performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state‐of‐the‐art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research. Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state‐of‐the‐art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner.
Author Erleben, Kenny
Bender, Jan
Trinkle, Jeff
Author_xml – sequence: 1
  givenname: Jan
  surname: Bender
  fullname: Bender, Jan
  email: bender@gsc.tu-darmstadt.de
  organization: Graduate School CE, TU Darmstadt, Germany
– sequence: 2
  givenname: Kenny
  surname: Erleben
  fullname: Erleben, Kenny
  email: kenny@diku.dk
  organization: Department of Computer Science, University of Copenhagen, Denmark
– sequence: 3
  givenname: Jeff
  surname: Trinkle
  fullname: Trinkle, Jeff
  email: trinkle@gmail.com
  organization: Department of Computer Science, Rensselaer Polytechnic Institute, USA
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Copyright 2013 The Authors Computer Graphics Forum © 2013 The Eurographics Association and John Wiley & Sons Ltd.
Copyright © 2014 The Eurographics Association and John Wiley & Sons Ltd.
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Snippet Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such...
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StartPage 246
SubjectTerms articulated bodies
Computer Graphics [I.3.5]: Computational Geometry and Object Modelling-Physically-based modelling
Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism-Animation
contact mechanics
contact point generation
iterative methods
jointed mechanisms
Mathematics of Computing [G.1.6]: Numerical Analysis-Nonlinear programming
rigid body dynamics
Simulation
Title Interactive Simulation of Rigid Body Dynamics in Computer Graphics
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Volume 33
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