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.
引用
收藏
页码:47 / 54
页数:8
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