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 |
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| Format: | Journal Article |
| Sprache: | Englisch |
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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. |
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| 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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| 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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