Modeling Contacts in a Physically Based Simulation

Modeling Contacts in a Physically Based Simulation
Author: William J. Bouma
Publisher:
Total Pages: 18
Release: 1992
Genre: Computer-aided design
ISBN:

We then address the geometric issues in contact analysis and present the model for contact. Since the objects can be nonconvex, the contact can be quite complex geometrically; a complete set-theoretic intersection is computed and its results analyzed. Finally we show how a robust and efficient implementation can be achieved using the brep-index data structure."

Foundations of Physically Based Modeling and Animation

Foundations of Physically Based Modeling and Animation
Author: Donald House
Publisher: CRC Press
Total Pages: 405
Release: 2016-11-30
Genre: Computers
ISBN: 1482234610

Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.

Physically-Based Modeling for Computer Graphics

Physically-Based Modeling for Computer Graphics
Author: Ronen Barzel
Publisher: Morgan Kaufmann
Total Pages: 359
Release: 2013-10-22
Genre: Computers
ISBN: 0080916449

Physically-Based Modeling for Computer Graphics: A Structured Approach addresses the challenge of designing and managing the complexity of physically-based models. This book will be of interest to researchers, computer graphics practitioners, mathematicians, engineers, animators, software developers and those interested in computer implementation and simulation of mathematical models. Presents a philosophy and terminology for "Structured Modeling" Includes mathematicl and programming techniques to support and implement the methodology Covers a library of model components, including rigid-body kinematics, rigid-body dynamics, and force-based constraint methods Includes illustrations of several ample models created from these components Foreword by Al Barr

A Comprehensive Physically Based Approach to Modeling in Bioengineering and Life Sciences

A Comprehensive Physically Based Approach to Modeling in Bioengineering and Life Sciences
Author: Riccardo Sacco
Publisher: Academic Press
Total Pages: 854
Release: 2019-07-18
Genre: Technology & Engineering
ISBN: 0128125195

A Comprehensive Physically Based Approach to Modeling in Bioengineering and Life Sciences provides a systematic methodology to the formulation of problems in biomedical engineering and the life sciences through the adoption of mathematical models based on physical principles, such as the conservation of mass, electric charge, momentum, and energy. It then teaches how to translate the mathematical formulation into a numerical algorithm that is implementable on a computer. The book employs computational models as synthesized tools for the investigation, quantification, verification, and comparison of different conjectures or scenarios of the behavior of a given compartment of the human body under physiological and pathological conditions. Presents theoretical (modeling), biological (experimental), and computational (simulation) perspectives Features examples, exercises, and MATLAB codes for further reader involvement Covers basic and advanced functional and computational techniques throughout the book

Advanced Physical Models for Silicon Device Simulation

Advanced Physical Models for Silicon Device Simulation
Author: Andreas Schenk
Publisher: Springer Science & Business Media
Total Pages: 384
Release: 1998-07-07
Genre: Technology & Engineering
ISBN: 9783211830529

From the reviews: "... this is a well produced book, written in a easy to read style, and will also be a very useful primer for someone starting out the field [...], and a useful source of reference for experienced users ..." Microelectronics Journal

Physics-Based and Data-Driven Mulitiscale Modeling of the Structural Formation in Macromolecular Systems (Band 25)

Physics-Based and Data-Driven Mulitiscale Modeling of the Structural Formation in Macromolecular Systems (Band 25)
Author: Philipp Nicolas Depta
Publisher: Cuvillier Verlag
Total Pages: 297
Release: 2024-02-27
Genre:
ISBN: 3736969724

In order to improve knowledge on macromolecular structural formation and self-assembly, this work proposes a physics-based and data-driven multiscale modeling framework capable of describing structural formation on micro-meter and milli-second scales near molecular-level precision. The framework abstracts macromolecules as anisotropic unit objects and models the interactions and environment using data-driven approaches. The models are parameterized in a bottom-up fashion and validated top-down by comparison with literature and collaborator data for self-assembly of three model system: alginate gelation, hepatitis B virus capsids, and the pyruvate dehydrogenase complex.

Contact Modeling for Solids and Particles

Contact Modeling for Solids and Particles
Author: Alexander Popp
Publisher: Springer
Total Pages: 235
Release: 2018-05-19
Genre: Science
ISBN: 3319901559

The book conveys modern techniques and the latest state-of-the-art with regard to the most fundamental aspects of computational contact mechanics. However, since contact can readily be interpreted as a special type of interface problem, it seems advisable not to isolate contact mechanics, but rather to address it in the context of a broader class of problems denoted as computational interface mechanics. The book gives a clear understanding of the underlying physics of interfaces, and a comprehensive insight into the current state-of-the-art and selected cutting-edge research directions in the computational treatment of interface effects. It focuses on the modeling of friction, wear, lubrication, cohesive interfaces, grain boundaries, phase boundaries, fracture, thermo-mechanics and particulate contact (e.g. granular media). Also the most important computational aspects are addressed, including discretization techniques for finite deformations, solution algorithms for single- and multi-processor computing environments, multi-scale approaches, discrete element models and multi-physics problems including contact and interface constraints. Among the computational techniques covered in this book are finite element (FEM) and boundary element (BEM) methods, atomistic models, molecular dynamics (MD), discrete element methods (DEM), coupling approaches for multi-scale simulations, and tools for an efficient automated FEM code generation.

Control, Simulation, and Appearance Modeling for Real-time Physics-based Hand Animation

Control, Simulation, and Appearance Modeling for Real-time Physics-based Hand Animation
Author: Sheldon Andrews
Publisher:
Total Pages:
Release: 2015
Genre:
ISBN:

"Digital human characters are a mainstay of video games, film, and interactive computer graphics applications. However, animating hands remains a challenging aspect of human character animation: posing the hand involves coordinating many degrees of freedom, synthesizing a plausible grasp requires careful placement of contacts, and realistic rendering must account for intricate colour and texture variations. Traditional solutions to these problems require significant manual effort by skilled artists. It is therefore of great interest to computer animation researchers to develop fast and automatic methods for animating hands. This thesis presents methods for improving the realism of hands in real-time physics-based virtual environments.We begin by presenting a framework for skilled motion synthesis, wherein reinforcement learning and non-linear continuous optimization are used to generate controllers for single-handed re-orientation tasks. A mid-level multiphase approach breaks the problem into three parts, providing an appropriate control strategy for each phase and resulting in cyclic finger motions that accomplish the task. The exact trajectory is never specified, as the task goals are concerned with the final orientation and position of the object. Offline simulations are used to learn controller parameters, but the resulting control policy is suitable for real-time applications.We then describe a method for the simulation of compliant articulated structures using an approximate model that focuses on plausible endpoint behaviour. The approach is suitable for simulating physics-based characters under static proportional derivative control and stiff kinematic structures, like robotic grippers. The computation time of the dynamical simulation is reduced by an order of magnitude, and faster than real-time frame rates are easily achieved. Additionally, the state of internal bodies is computed independently, and in a parallel fashion.We also demonstrate an approach for synthesizing colour variation in fingers due to physical interaction with objects. A data-driven model relates contact information to visible colour changes for the fingernail and surrounding tissue on the back of the fingertip. The model construction uses the space of hemoglobin concentrations, as opposed to an RGB colour space, which permits transferability across different fingers and different people. Principal component analysis (PCA) on the sample images results in a compact model, enabling efficient implementation as a fragment shader program.Finally, we introduce a system for capturing grasping and dexterous interactions with real-world objects. A novel sensor ensemble collects information about joint motion and pressure distributions for the hand, and the data is used to design grasping controllers for a physics-based climbing simulation. Additionally, we speculate on how the interaction data can be used to derive future control strategies in physics-based animation. Combining interaction data with physical models is a promising approach for skilled motion synthesis involving hands." --

Physics-based Animation

Physics-based Animation
Author: Kenny Erleben
Publisher:
Total Pages: 817
Release: 2005
Genre: Computers
ISBN: 9781584503804

The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms