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dc.contributor.authorMüller, Matthiasen_US
dc.contributor.authorChentanez, Nuttapongen_US
dc.contributor.authorMacklin, Milesen_US
dc.contributor.authorJeschke, Stefanen_US
dc.contributor.editorBernhard Thomaszewski and KangKang Yin and Rahul Narainen_US
dc.date.accessioned2017-12-31T10:45:21Z
dc.date.available2017-12-31T10:45:21Z
dc.date.issued2017
dc.identifier.isbn978-1-4503-5091-4
dc.identifier.issn1727-5288
dc.identifier.urihttp://dx.doi.org/10.1145/3099564.3099574
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3099564-3099574
dc.description.abstractThe two main constraints used in rigid body simulations are contacts and joints. Both constrain the motion of a small number of bodies in close proximity. However, it is often the case that a series of constraints restrict the motion of objects over longer distances such as the contacts in a large pile or the joints in a chain of rigid bodies. When only short range constraints are considered, a large number of solver iterations is typically needed for long range effects to emerge because information has to be propagated through individual joints and contacts. Our basic idea to signi cantly speed up this process is to analyze the contact or joint graphs and automatically derive long range constraints such as upper and lower distance bounds between bodies that can potentially be far apart both spatially and topologically. The long range constraints are either generated or updated at every time step in case of contacts or whenever their topology changes within a joint graph. The signi cant increase of the convergence rate due to the use of long range constraints allows us to simulate scenarios that cannot be handled by traditional solvers with a number of solver iterations that allow real time simulation.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies Physical simulation
dc.subjectrigid body simulation
dc.subjectposition based simulation
dc.subjectlong range constraints
dc.titleLong Range Constraints for Rigid Body Simulationsen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation
dc.description.sectionheadersPapers V: Rigid Bodies, Chains & Trees
dc.identifier.doi10.1145/3099564.3099574
dc.identifier.pagesMatthias Müller, Nuttapong Chentanez, Miles Macklin, and Stefan Jeschke-Computing methodologies Physical simulation; rigid body simulation, position based simulation, long range constraints


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