Position-based physics

Simulating the motion of many highly interacting spheres and polyhedra

Research output: Chapter in Book/Report/Conference proceedingConference contribution

17 Citations (Scopus)

Abstract

This paper proposes a simplified position-based physics that allows us to rapidly generate `piles' or `clumps' of many objects: local energy minima under a variety of potential energy functions. We can also generate plausible motions for many highly interacting objects from arbitrary starting positions to a local energy minimum. We present an efficient and numerically stable algorithm for carrying out position-based physics on spheres and non-rotating polyhedra through the use of linear programming. This algorithm is a generalization of an algorithm for finding tight packings of (non-rotating) polygons in two dimensions. This work introduces linear programming as a useful tool for graphics animation. As its name implies, position-based physics does not contain a notion of velocity, and thus it is not suitable for simulating the motion of free-flying, unencumbered objects. However, it generates realistic motions of `crowded' sets of objects in confined spaces, and it does so at least two orders of magnitude faster than other techniques for simulating the physical motions of objects. Even for unconfined objects, the new algorithm can rapidly generate realistic `piles' and `clumps.'

Original languageEnglish (US)
Title of host publicationProceedings of the ACM SIGGRAPH Conference on Computer Graphics
Editors Anon
Pages129-136
Number of pages8
StatePublished - 1996
EventProceedings of the 1996 Computer Graphics Conference, SIGGRAPH - New Orleans, LA, USA
Duration: Aug 4 1996Aug 9 1996

Other

OtherProceedings of the 1996 Computer Graphics Conference, SIGGRAPH
CityNew Orleans, LA, USA
Period8/4/968/9/96

Fingerprint

Physics
Linear programming
Piles
Potential energy functions
Animation

ASJC Scopus subject areas

  • Computer Science(all)

Cite this

Milenkovic, V. (1996). Position-based physics: Simulating the motion of many highly interacting spheres and polyhedra. In Anon (Ed.), Proceedings of the ACM SIGGRAPH Conference on Computer Graphics (pp. 129-136)

Position-based physics : Simulating the motion of many highly interacting spheres and polyhedra. / Milenkovic, Victor.

Proceedings of the ACM SIGGRAPH Conference on Computer Graphics. ed. / Anon. 1996. p. 129-136.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Milenkovic, V 1996, Position-based physics: Simulating the motion of many highly interacting spheres and polyhedra. in Anon (ed.), Proceedings of the ACM SIGGRAPH Conference on Computer Graphics. pp. 129-136, Proceedings of the 1996 Computer Graphics Conference, SIGGRAPH, New Orleans, LA, USA, 8/4/96.
Milenkovic V. Position-based physics: Simulating the motion of many highly interacting spheres and polyhedra. In Anon, editor, Proceedings of the ACM SIGGRAPH Conference on Computer Graphics. 1996. p. 129-136
Milenkovic, Victor. / Position-based physics : Simulating the motion of many highly interacting spheres and polyhedra. Proceedings of the ACM SIGGRAPH Conference on Computer Graphics. editor / Anon. 1996. pp. 129-136
@inproceedings{e0727e8e52074d279eb508278aa271e7,
title = "Position-based physics: Simulating the motion of many highly interacting spheres and polyhedra",
abstract = "This paper proposes a simplified position-based physics that allows us to rapidly generate `piles' or `clumps' of many objects: local energy minima under a variety of potential energy functions. We can also generate plausible motions for many highly interacting objects from arbitrary starting positions to a local energy minimum. We present an efficient and numerically stable algorithm for carrying out position-based physics on spheres and non-rotating polyhedra through the use of linear programming. This algorithm is a generalization of an algorithm for finding tight packings of (non-rotating) polygons in two dimensions. This work introduces linear programming as a useful tool for graphics animation. As its name implies, position-based physics does not contain a notion of velocity, and thus it is not suitable for simulating the motion of free-flying, unencumbered objects. However, it generates realistic motions of `crowded' sets of objects in confined spaces, and it does so at least two orders of magnitude faster than other techniques for simulating the physical motions of objects. Even for unconfined objects, the new algorithm can rapidly generate realistic `piles' and `clumps.'",
author = "Victor Milenkovic",
year = "1996",
language = "English (US)",
pages = "129--136",
editor = "Anon",
booktitle = "Proceedings of the ACM SIGGRAPH Conference on Computer Graphics",

}

TY - GEN

T1 - Position-based physics

T2 - Simulating the motion of many highly interacting spheres and polyhedra

AU - Milenkovic, Victor

PY - 1996

Y1 - 1996

N2 - This paper proposes a simplified position-based physics that allows us to rapidly generate `piles' or `clumps' of many objects: local energy minima under a variety of potential energy functions. We can also generate plausible motions for many highly interacting objects from arbitrary starting positions to a local energy minimum. We present an efficient and numerically stable algorithm for carrying out position-based physics on spheres and non-rotating polyhedra through the use of linear programming. This algorithm is a generalization of an algorithm for finding tight packings of (non-rotating) polygons in two dimensions. This work introduces linear programming as a useful tool for graphics animation. As its name implies, position-based physics does not contain a notion of velocity, and thus it is not suitable for simulating the motion of free-flying, unencumbered objects. However, it generates realistic motions of `crowded' sets of objects in confined spaces, and it does so at least two orders of magnitude faster than other techniques for simulating the physical motions of objects. Even for unconfined objects, the new algorithm can rapidly generate realistic `piles' and `clumps.'

AB - This paper proposes a simplified position-based physics that allows us to rapidly generate `piles' or `clumps' of many objects: local energy minima under a variety of potential energy functions. We can also generate plausible motions for many highly interacting objects from arbitrary starting positions to a local energy minimum. We present an efficient and numerically stable algorithm for carrying out position-based physics on spheres and non-rotating polyhedra through the use of linear programming. This algorithm is a generalization of an algorithm for finding tight packings of (non-rotating) polygons in two dimensions. This work introduces linear programming as a useful tool for graphics animation. As its name implies, position-based physics does not contain a notion of velocity, and thus it is not suitable for simulating the motion of free-flying, unencumbered objects. However, it generates realistic motions of `crowded' sets of objects in confined spaces, and it does so at least two orders of magnitude faster than other techniques for simulating the physical motions of objects. Even for unconfined objects, the new algorithm can rapidly generate realistic `piles' and `clumps.'

UR - http://www.scopus.com/inward/record.url?scp=0030402757&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=0030402757&partnerID=8YFLogxK

M3 - Conference contribution

SP - 129

EP - 136

BT - Proceedings of the ACM SIGGRAPH Conference on Computer Graphics

A2 - Anon, null

ER -