Abstract
This paper presents a paradigm for designing and implementing simulators applicable in contemporary computer graphics to animate articulated multibody systems constrained by simultaneously occurring collisions, resting contact, kinematic loops and other non-standard user-defined constraints. Our proposition includes representation of the constraints and a procedure for imposing them. The capabilities of an actual implementation are benchmarked in a fairly complex simulation scenario.
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Stępień, J. (2012). A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies. In: Kallmann, M., Bekris, K. (eds) Motion in Games. MIG 2012. Lecture Notes in Computer Science, vol 7660. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34710-8_9
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DOI: https://doi.org/10.1007/978-3-642-34710-8_9
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-34709-2
Online ISBN: 978-3-642-34710-8
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