Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques 2001
DOI: 10.1145/383259.383263
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Optimization-based animation

Abstract: of a doctoral dissertation at the University of Miami.Dissertation supervised by Professor Victor J. Milenkovic. No. of pages in text: 162A 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 and accelerations. Even for simple scenes, the number of discontinuities … Show more

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Cited by 56 publications
(45 citation statements)
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“…Using the Mean Value Theorem and our bounds on the first derivatives, we once again invoke Proposition 6.2 and also get 36) which shows that m ∈ E 2 (q (l) ) .…”
Section: Algorithm 65 Time-stepping Algorithm For Convex Polyhedramentioning
confidence: 69%
See 1 more Smart Citation
“…Using the Mean Value Theorem and our bounds on the first derivatives, we once again invoke Proposition 6.2 and also get 36) which shows that m ∈ E 2 (q (l) ) .…”
Section: Algorithm 65 Time-stepping Algorithm For Convex Polyhedramentioning
confidence: 69%
“…Milenkovic and Schmidl [36] solve a quadratic program at each step for their optimization based animation technique in the attempt to avoid the extremely small stepsize that can occur in the traditional classical integrate-detect-restart simulation methods. Unfortunately, this method must still fall prey to the small stepsizes that are inevitable when many bodies collide almost simultaneously.…”
Section: Previous Approachesmentioning
confidence: 99%
“…Ong's work [22], [23] can be considered as one of the earliest attempts. The optimization-based method using a quadratic objective function can be regarded as implicitly computing PD g [24]. Ortega et al [25] presented a method to locally minimize the kinetic distance between the configurations of a haptic probe and its proxy using constraintbased dynamics and continuous collision detection.…”
Section: A Pd Computationmentioning
confidence: 99%
“…In simulations of this kind, the dynamic models have to calculate not only the dynamic behaviour of the elements of the simulated environment, but also the interactions among them [4,5,9,12]. As it is very important to reproduce the object accurately, the physical interaction between the objects must be taken into account.…”
mentioning
confidence: 99%