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Optimization-Based Animation

机译:基于优化的动画

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摘要

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 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 into stacks and other "crowded" arrangements. This algorithm simulates Newtonian (second order) physics and Coulomb friction, and it uses quadratic programming (QP) to calculate new positions, momenta and accelerations strictly at frame times. Contact points are synchronized at the end of each frame. The extremely small integration steps inherent to traditional simulation techniques are avoided. Non-convex bodies are simulated as unions of convex bodies. Links and joints are simulated successfully with bi-directional constraints. A hybrid of OBA and retroactive detection (RD) has been implemented as well. A review of existing work finds no other packages that can simulate similarly complex scenes in a practical amount of time.
机译:刚体模拟的当前技术在近距离接近的诸多机构的场景上慢慢运行。每次两个机构碰撞或制造或打破静态接触时,模拟器必须中断速度和加速度的数值集成。即使对于简单的场景,每个帧时间的不连续性的数量也可能上升到数百万。提出了一种基于优化的基于优化的动画(OBA)算法,其可以模拟与许多凸三维体沉入堆栈和其他“拥挤”布置的场景。该算法模拟牛顿(二阶)物理和库仑摩擦,并使用二次编程(QP)来严格地在帧间时间计算新的位置,动量和加速度。接触点在每个帧的末尾同步。避免了传统仿真技术所固有的极小积分步骤。非凸体被模拟为凸起体的工会。使用双向约束成功模拟链接和关节。也实施了对OBA和追溯检测(RD)的混合。对现有工作的审查没有发现可以在实际时间模拟类似的复杂场景。

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