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Impulse-based simulation of rigid bodies
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Source Symposium on Interactive 3D Graphics archive
Proceedings of the 1995 symposium on Interactive 3D graphics table of contents
Monterey, California, United States
Pages: 181 - ff.  
Year of Publication: 1995
ISBN:0-89791-736-7
Authors
Brian Mirtich  Department of Computer Science, 387 Soda Hall, University of California, Berkeley, CA
John Canny  Department of Computer Science, 529 Soda Hall, University of California, Berkeley, CA
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 11,   Downloads (12 Months): 184,   Citation Count: 42
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ABSTRACT

We introduce a promising new approach to rigid body dynamic simulation called impulse-based simulation. The method is well suited to modeling physical systems with large numbers of collisions, or with contact modes that change frequently. All types of contact (colliding, rolling, sliding, and resting) are modeled through a series of collision impulses between the objects in contact, hence the method is simpler and faster than constraint-based simulation. We have implemented an impulse-based simulator that can currently achieve interactive simulation times, and real time simulation seems within reach. In addition, the simulator has produced physically accurate results in several qualitative and quantitative experiments. After giving an overview of impulse-based dynamic simulation, we discuss collision detection and collision response in this context, and present results from several experiments.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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CITED BY  42

Collaborative Colleagues:
Brian Mirtich: colleagues
John Canny: colleagues