The art to keep in touch: The ''good use'' of Lagrange multipliers
Data(s) |
23/04/2007
24/01/2008
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Resumo |
Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There are several methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt. We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints. |
Identificador |
urn:nbn:de:0009-6-12767 |
Idioma(s) |
eng |
Direitos |
DPPL |
Fonte |
JVRB - Journal of Virtual Reality and Broadcasting ; 4(2007) , 15 |
Palavras-Chave | #004 #http://dewey.info/class/004/ #Contact Simulation #Physically-based animation #constraints #swd: Computer Animation #swd: Computer Simulation |