| Optimization-based animation |
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International Conference on Computer Graphics and Interactive Techniques
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Proceedings of the 28th annual conference on Computer graphics and interactive techniques
table of contents
Pages: 37 - 46
Year of Publication: 2001
ISBN:1-58113-374-X
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Authors
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Victor J. Milenkovic
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University of Miami, Department of Computer Science, P.O. Box 248154, Coral Gables, FL
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Harald Schmidl
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University of Miami, Department of Computer Science, P.O. Box 248154, Coral Gables, FL
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Downloads (6 Weeks): 7, Downloads (12 Months): 46, Citation Count: 16
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ABSTRACT
Current techniques for rigid body simulation run slowly on scenes with many bodies in close proximity. Each time two bodies collide or make or break a static contact, the simulator must interrupt the numerical integration of velocities and accelerations. Even for simple scenes, the number of discontinuities per frame time can rise to the millions. An efficient optimization-based animation (OBA) algorithm is presented which can simulate scenes with many convex three-dimensional bodies settling into stacks and other “crowded” arrangements. This algorithm simulates Newtonian (second order) physics and Coulomb friction, and it uses quadratic programming (QP) to calculate new positions, momenta and accelerations strictly at frame times. Contact points are synchronized at the end of each frame. The extremely small integration steps inherent to traditional simulation techniques are avoided. Non-convex bodies are simulated as unions of convex bodies. Links and joints are simulated successfully with bi-directional constraints. A hybrid of OBA and retroactive detection (RD) has been implemented as well. A review of existing work finds no other packages that can simulate similarly complex scenes in a practical amount of time.
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 16
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Gary D. Hart , Mihai Anitescu, A hard-constraint time-stepping approach for rigid multibody dynamics with joints, contact, and friction, Proceedings of the 2003 conference on Diversity in computing, p.34-41, October 15-18, 2003, Atlanta, Georgia, USA
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Liangjun Zhang , Young J. Kim , Gokul Varadhan , Dinesh Manocha, Generalized penetration depth computation, Proceedings of the 2006 ACM symposium on Solid and physical modeling, June 06-08, 2006, Cardiff, Wales, United Kingdom
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