In this paper we describe a system for physical anima-tion of rigid and deformable objects. These are represented as groups of particles linked by linear constraints, while a Verlet integrator is used for motion computation. Unlike traditional approaches, we accomplish physical simulation without explicitly computing orientation matrices, torques or inertia tensors. The main contribution of our work is re-lated to the way collisions are handled by the system, which employs different approaches for deformable and rigid bod-ies. In particular, we show how collision detection using the GJK algorithm [9] and bounding sphere hierarchies can be combined with the projection based collision response tech-nique described by Jakobsen [14].
This report presents the design of an extensible animation system in which rigid and deformable mult...
We propose an accurate collision detection algorithm for use in virtual reality applications. The al...
This thesis is focused on the problem of collision detection between math defined primitive models a...
In this paper we describe a system for physical anima-tion of rigid and deformable objects. These ar...
When several objects are moved about by computer ani-marion, there is the chance that they will inte...
We propose a new approach for collision modeling in physically based animation. Contrary to most cur...
Many animations depict two or more objects interacting and potentially colliding. Collision respons...
In many virtual reality applications it is necessary to simulate the interaction among solid objects...
This thesis describes methods for collision detection and collision response, implemented in a compl...
Published under the name Marie-Paule GascuelInternational audienceThis paper describes a method for ...
This thesis describes methods for collision detection and collision response, implemented in a compl...
In this paper we address the problem of collision detection and response in real-time animation syst...
This thesis sums up a basic knowledge about rigid body simulations in two dimensional space of compu...
Collision detection and collision avoidance algorithms are necessary for accurate and realistic anim...
The object of this work is to create an easily extendible rigid body simulation engine. The engine w...
This report presents the design of an extensible animation system in which rigid and deformable mult...
We propose an accurate collision detection algorithm for use in virtual reality applications. The al...
This thesis is focused on the problem of collision detection between math defined primitive models a...
In this paper we describe a system for physical anima-tion of rigid and deformable objects. These ar...
When several objects are moved about by computer ani-marion, there is the chance that they will inte...
We propose a new approach for collision modeling in physically based animation. Contrary to most cur...
Many animations depict two or more objects interacting and potentially colliding. Collision respons...
In many virtual reality applications it is necessary to simulate the interaction among solid objects...
This thesis describes methods for collision detection and collision response, implemented in a compl...
Published under the name Marie-Paule GascuelInternational audienceThis paper describes a method for ...
This thesis describes methods for collision detection and collision response, implemented in a compl...
In this paper we address the problem of collision detection and response in real-time animation syst...
This thesis sums up a basic knowledge about rigid body simulations in two dimensional space of compu...
Collision detection and collision avoidance algorithms are necessary for accurate and realistic anim...
The object of this work is to create an easily extendible rigid body simulation engine. The engine w...
This report presents the design of an extensible animation system in which rigid and deformable mult...
We propose an accurate collision detection algorithm for use in virtual reality applications. The al...
This thesis is focused on the problem of collision detection between math defined primitive models a...