The art to keep in touch - The "good use" of Lagrange multipliers

被引:0
|
作者
Jonquet, Antoine [1 ]
Nocent, Olivier [1 ]
Remion, Yannick [1 ]
机构
[1] Univ Reims, Inst Technol, Dept Comp Sci, F-51687 Reims 2, France
关键词
physically-based animation; constraints; contact simulation;
D O I
暂无
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Physically-based modeling for computer animation has become a wide spread framework because it 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 and antagonist constraints.
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页码:47 / 54
页数:8
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