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dc.contributor.authorLewin, Chrisen_US
dc.contributor.authorThorman, Matten_US
dc.contributor.authorWaterson, Tomen_US
dc.contributor.authorWilliams, Chrisen_US
dc.contributor.authorWillis, Philen_US
dc.contributor.editorTheodore Kim and Robert Sumneren_US
dc.date.accessioned2016-02-18T12:01:26Z
dc.date.available2016-02-18T12:01:26Z
dc.date.issued2013en_US
dc.identifier.isbn978-1-4503-2132-7en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2485895.2485896en_US
dc.description.abstractPhysics-based animation has become a standard feature in modern games. Typically, the bones in a character's animation rig are each associated with a simulated rigid body, leading to a jointed assembly commonly called a ragdoll. The high density of animation bones in the spine area can cause instability and performance issues, so we are motivated to find a simplified physical representation for this region. We approximate the spine region of a ragdoll as an inextensible elastic curve, building a circular arc constraint based on the Kirchhoff rod model. Our simplified spine shows improved performance and stability over the standard group of socket joints, and proves to be more controllable. To model general elastic rods we use soft position constraints in place of forces, leading to a stable maximal coordinate formulation of inextensible Kirchhoff rods.en_US
dc.publisherACM SIGGRAPH / Eurographics Associationen_US
dc.subjectCR Categoriesen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.subjectKeywordsen_US
dc.subjectrodsen_US
dc.subjectragdollsen_US
dc.subjectgamesen_US
dc.subjectrigid bodiesen_US
dc.titleRod Constraints for Simplified Ragdollsen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US
dc.description.sectionheadersUsing Rods for Ears, Hairs, and Spinesen_US
dc.identifier.doi10.1145/2485895.2485896en_US
dc.identifier.pages79-84en_US


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