A Collision Detection and Response Scheme for Simplified Physically Based Animation
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A Collision Detection and Response Scheme
for Simplified Physically Based Animation
Yalmar Ponce
Atencio1, Claudio
Esperança1, Paulo Roma
Cavalcanti1, Antonio
Oliveira1
1PESC - Programa de Engenharia de Sistemas e Computação
COPPE / Universidade Federal do Rio de Janeiro
{yalmar, esperanc}@lcg.ufrj.br
1PESC - Programa de Engenharia de Sistemas e Computação
COPPE / Universidade Federal do Rio de Janeiro
{yalmar, esperanc}@lcg.ufrj.br
Abstract:
In this paper we describe a system for physical animation 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 related to the way collisions
are handled by the system, which employs different approaches for
deformable and rigid bodies. 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 technique described by Jakobsen [14].
- 1 Introduction
- 2 Previous work
- 3 Background
- 4 Object representation
- 5 Collision Detection
- 6 Collision response
- 7 Results
- 8 Conclusions and Future work
- Bibliography
Yalmar Ponce Atencio 2005-10-14

