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Position based dynamics

机译:基于位置的动态

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摘要

The most popular approaches for the simulation of dynamic systems in computer graphics are force based. Internal and external forces are accumulated from which accelerations are computed based on Newton's second law of motion. A time integration method is then used to update the velocities and finally the positions of the object. A few simulation methods (most rigid body simulators) use impulse based dynamics and directly manipulate velocities. In this paper we present an approach which omits the velocity layer as well and immediately works on the positions. The main advantage of a position based approach is its controllability. Overshooting problems of explicit integration schemes in force based systems can be avoided. In addition, collision constraints can be handled easily and penetrations can be resolved completely by projecting points to valid locations. We have used the approach to build a real time cloth simulator which is part of a physics software library for games. This application demonstrates the strengths and benefits of the method.
机译:在计算机图形学中模拟动态系统的最流行方法是基于力。根据牛顿第二运动定律,累积内,外力,从中计算出加速度。然后使用时间积分方法来更新速度,最后更新对象的位置。一些仿真方法(大多数刚体仿真器)使用基于脉冲的动力学原理并直接控制速度。在本文中,我们提出了一种方法,该方法也忽略了速度层,并立即在位置上起作用。基于位置的方法的主要优点是其可控制性。可以避免基于力的系统中显式集成方案的过冲问题。此外,通过将点投影到有效位置,可以轻松处理碰撞约束并完全解决穿透问题。我们已经使用这种方法来构建一个实时布料模拟器,该模拟器是游戏物理软件库的一部分。此应用程序演示了该方法的优点和好处。

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