The art to keep in touch: The ''good use'' of Lagrange multipliers


Autoria(s): Jonquet, Antoine; Nocent, Olivier; Remion, Yannick
Data(s)

23/04/2007

24/01/2008

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

http://www.jvrb.org/past-issues/4.2007/1276

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