Guide to Dynamic Simulations of Rigid Bodies and Particle Systems
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Guide to Dynamic Simulations of Rigid Bodies and Particle Systems

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ISBN-13:
9781447144168
Einband:
Book
Erscheinungsdatum:
17.10.2012
Seiten:
399
Autor:
Murilo G. Coutinho
Gewicht:
787 g
Format:
241x160x27 mm
Serie:
Simulation Foundations, Methods and Applications
Sprache:
Englisch
Beschreibung:

Physically based modeling is widely used within the fields of computer graphics and mechanical engineering for complex systems that are difficult to analyze using conventional mechanics theory.
This Guide to Dynamic Simulations of Rigid Bodies and Particle Systems presents a comprehensive introduction to the techniques needed to produce realistic simulations and animations of particle and rigid-body systems. The book focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic-simulation engines. Opening with an overview of the independent modules constituting a simulation engine, the text then provides detailed explanations for each technique, with more complex mathematical algorithms and associated implementations included in the second part of the book. Each chapter examines numerous algorithms, describing their design and analysis in an accessible manner, without sacrificing depth of coverage or mathematical rigor.
Topics and features: examines the problem of computing an hierarchical representation of the geometric description of each simulated object, as well as the simulated world; discusses the use of discrete and continuous collision detection to handle thin or fast-moving objects, including a derivation of the conservative time advancement algorithm; describes the computational techniques needed for determining all impulsive and contact forces between bodies with multiple simultaneous collisions and contacts; presents techniques that can be used to dynamically simulate articulated rigid bodies; concludes each chapter with exercises, ranging from issues of algorithm enhancements to alternative approaches that complement the algorithms discussed in the book.
Practical and easy-to-follow, this hands-on guide/reference is essential reading for software developers involved in computer graphics, computer animation, and computer-aided mechanical design and modeling.
This book introduces techniques for producing realistic simulations and animations of particle and rigid-body systems. The focus is on both the theoretical and practical aspects of developing and implementing physically based dynamic-simulation engines. This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid-body systems. The text focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic-simulation engines. Each chapter examines numerous algorithms, describing their design and analysis in an accessible manner, without sacrificing depth of coverage or mathematical rigor. Features: examines the problem of computing an hierarchical representation of the geometric description of each simulated object, as well as the simulated world; discusses the use of discrete and continuous collision detection to handle thin or fast-moving objects; describes the computational techniques needed for determining all impulsive and contact forces between bodies with multiple simultaneous collisions and contacts; presents techniques that can be used to dynamically simulate articulated rigid bodies; concludes each chapter with exercises.
Presents a comprehensive introduction to the techniques needed to produce realistic simulations and animations of particle and rigid-body systems
Dynamic Simulations
Hierarchical Representation of 3D Polyhedra
Particle Systems
Rigid-Body Systems
Articulated Rigid-Body Systems
Useful 3D Geometric Constructions
Numerical Solution of Ordinary Differential Equations of Motion Quaternions
Rigid-Body Mass Properties
Useful Time Derivatives
Convex Decomposition of 3D Polyhedra
Constructing Signed Distance Fields for 3D Polyhedra
Conservative Time Advancement for Convex Objects
The Linear-Complementarity Problem