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dc.contributor.authorBender, Janen_US
dc.contributor.authorErleben, Kennyen_US
dc.contributor.authorTrinkle, Jeffen_US
dc.contributor.editorHolly Rushmeier and Oliver Deussenen_US
dc.date.accessioned2015-03-03T12:24:51Z
dc.date.available2015-03-03T12:24:51Z
dc.date.issued2014en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/v33i1pp246-270
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12272en_US
dc.description.abstractInteractive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high-performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research.en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleInteractive Simulation of Rigid Body Dynamics in Computer Graphicsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume33
dc.description.number1
dc.identifier.doi10.1111/cgf.12272
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dc.description.documenttypestar


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