A new paradigm for rigid body simulation is presented and analyzed. 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 an 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 present 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 posit...
This paper demonstrates that techniques in flexible body dynamics can yield surprising results when ...
We studied numerically the dynamics of colliding rigid bodies in a Newtonian fluid. The finite eleme...
The traditional high-level algorithms for rigid body simulation work well for moderate numbers of bo...
Interactive rigid body simulation is an important part of many modern computer tools. No authoring t...
Figure 1: Examples of rigid body simulations with friction, using our approach. (a, b) 1000 chess pi...
Using impulses for rigid body simulation is rapidly becoming a standard method for realtime simulati...
The object of this work is to create an easily extendible rigid body simulation engine. The engine w...
We present techniques for constructing an interactive rigid body simulation system, and describe ou...
We present techniques for constructing an interactive rigid body simulation system, and describe ou...
Interactive rigid body simulation is an important part of many modern computer tools, which no autho...
Modern 3d applications convince through models with high polygon counts, detailed textures, and adv...
Algorithms and computational complexity measures for simulating the motion of contacting bodies with...
The theoretical background and implementation for a computer animation system to model a general cla...
This paper introduces a hybrid scheme for simulating rigid bodies in contact. We use an adaptive str...
In rigid body simulation, one must distinguish between contacts (so-called unilateral constraints) a...
This paper demonstrates that techniques in flexible body dynamics can yield surprising results when ...
We studied numerically the dynamics of colliding rigid bodies in a Newtonian fluid. The finite eleme...
The traditional high-level algorithms for rigid body simulation work well for moderate numbers of bo...
Interactive rigid body simulation is an important part of many modern computer tools. No authoring t...
Figure 1: Examples of rigid body simulations with friction, using our approach. (a, b) 1000 chess pi...
Using impulses for rigid body simulation is rapidly becoming a standard method for realtime simulati...
The object of this work is to create an easily extendible rigid body simulation engine. The engine w...
We present techniques for constructing an interactive rigid body simulation system, and describe ou...
We present techniques for constructing an interactive rigid body simulation system, and describe ou...
Interactive rigid body simulation is an important part of many modern computer tools, which no autho...
Modern 3d applications convince through models with high polygon counts, detailed textures, and adv...
Algorithms and computational complexity measures for simulating the motion of contacting bodies with...
The theoretical background and implementation for a computer animation system to model a general cla...
This paper introduces a hybrid scheme for simulating rigid bodies in contact. We use an adaptive str...
In rigid body simulation, one must distinguish between contacts (so-called unilateral constraints) a...
This paper demonstrates that techniques in flexible body dynamics can yield surprising results when ...
We studied numerically the dynamics of colliding rigid bodies in a Newtonian fluid. The finite eleme...
The traditional high-level algorithms for rigid body simulation work well for moderate numbers of bo...