Abstract: Geometry based knot tying simulation of rope was implemented. The rope was modeled as a series of rigid links and FTL (Follow the Leader) algorithm was used for its deformation. Cylinders were drawn as the rigid links and also as detecting units for the rope’s collision detection. The radius of cylinders could be changed to model different ropes. In our collision detection, an improved AABB bounding box algorithm was adopted to accelerate collision detection. The method proposed can process rope’s self collision and collision between rope and other rigid objects. The collision distance parameter was set to implement the equivalent friction. Users could grab a head node of the rope and control it moving by using haptic device. And ...
This article describes a technical proposal of anchoring determined for a horizontal belaying system...
This paper describes a new method for collision handling of particle based systems moving on sharp e...
Rod-rod contact is critical in simulating knots and tangles. To simulate contact, typicallya contact...
For interactive simulations using a physics engine, a fixed time step is often necessary in order to...
The study of physical models for knots has recently received much interest in the mathematics commun...
This thesis attempts to lay a foundation for producing a real-time rope model suitable for game engi...
This paper demonstrates the relationship between the production process of a knot and manipulation s...
Braided structures are widely used in numerous contexts including everyday practice. In most cases, ...
In this thesis, we present different approaches to tying knots using robots by enforcing different t...
In the development of ship anchorage training systems, the problems of low efficiency and poor fidel...
Braiding is classic, but complex, structure in textile industry. The multi-layer layout of braids ma...
Braiding is classic, but complex, structure in textile industry. The multi-layer layout of braids ma...
Inserting an end of a rope through a loop is a common and important action that is required for crea...
This article deals with a dynamic simulation of the movement and fall of persons working at a height...
This article describes a technical proposal of anchoring determined for a horizontal belaying system...
This article describes a technical proposal of anchoring determined for a horizontal belaying system...
This paper describes a new method for collision handling of particle based systems moving on sharp e...
Rod-rod contact is critical in simulating knots and tangles. To simulate contact, typicallya contact...
For interactive simulations using a physics engine, a fixed time step is often necessary in order to...
The study of physical models for knots has recently received much interest in the mathematics commun...
This thesis attempts to lay a foundation for producing a real-time rope model suitable for game engi...
This paper demonstrates the relationship between the production process of a knot and manipulation s...
Braided structures are widely used in numerous contexts including everyday practice. In most cases, ...
In this thesis, we present different approaches to tying knots using robots by enforcing different t...
In the development of ship anchorage training systems, the problems of low efficiency and poor fidel...
Braiding is classic, but complex, structure in textile industry. The multi-layer layout of braids ma...
Braiding is classic, but complex, structure in textile industry. The multi-layer layout of braids ma...
Inserting an end of a rope through a loop is a common and important action that is required for crea...
This article deals with a dynamic simulation of the movement and fall of persons working at a height...
This article describes a technical proposal of anchoring determined for a horizontal belaying system...
This article describes a technical proposal of anchoring determined for a horizontal belaying system...
This paper describes a new method for collision handling of particle based systems moving on sharp e...
Rod-rod contact is critical in simulating knots and tangles. To simulate contact, typicallya contact...