Optimization-Based Animationby: Victor J Milenkovic, Harald Schmidl
edited by: Eugene Fiume(2001), pp. 37-46.
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AbstractCurrent 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 per frame time can rise to the millions. An efficient optimization-based animation (OBA) algorithm is presented which can simulate scenes with many convex three-dimensional bodies settling...
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