Contact and friction simulation for computer graphics (original) (raw)
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A Kinematic Model for Collision Response
One aspect of traditional 3D animation using clay or plasticine is the ease with which the object can be deformed. Animators take for granted the ability to interactively press complex objects together. In 3D computer animation, this ability is severly restricted and any improvement would drastically increase the range and style of animations that can be created within a production environment. This paper presents a simple, fast, geometric approach to controlling the nature, extent and timing of the surface deformations arising from the interpenetration of kinematically controlled animated objects. Rather than using dynamic simulations, which are difficult to configure, code, and control, the algorithm presented here formulates collision response kinematically by moving points on a multiresolution surface towards goals points at a certain rate. This new multi-resolution approach to deformations provides control over the response of the surface using a small number of paramete...
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Journal of Mechanics, 2012
A method to simulate contact between two boundaries of structures which are not aligned to predefined axes when using Comsol Multi-physics (v3.3, Comsol Ltd, Cambridge, UK) is presented. This method was developed because of limitations in the existing default contact modelling. Some of these limitations were recently addressed in a separate study; however, the method exploited symmetry across an axis of the coordinate system. The method presented here enables contact modelling with arbitrarily aligned structures within such a coordinate system. The contact method presented is then applied to a simple model with two deformable structures that come into contact, and compared over a range of positions. Results show a minimal variation in peak stress and contact pressure with model orientation, demonstrating that results are independent of orientation. Therefore, the contact method enables contact simulations in Comsol Multi-physics without assuming symmetry about an axis for contract. ...
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An automatic collision response algorithm
1998
Many animations depict two or more objects interacting and potentially colliding. Collision response is a complex process if the objects are intended to respond like soft bodies and to exhibit the properties of real objects. Physically-based models calculate contact forces to incorporate into the calculation of velocities and positions of the control mesh. Some physically-based models, for example those that model cloth, strive for visually realistic results. Until recently the magnitude of the calculations required for physically-based modeling have precluded real-time interaction. A complaint with physically-based models is the correlation between the parameters, such as forces and torques, and the resulting 'look' of the response are sometimes di cult for the user to understand. The work presented in this thesis does not strive for the simulation of real object properties. Instead it tries to remove the interpenetration between two objects while providing a set of control...
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