### 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 plausiblemotions 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 (nonrotating) 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 physicalmotions of objects. Even for unconfinedobjects, the new algorithm can rapidly generate realistic "piles" and "clumps..

Original language | English (US) |
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Title of host publication | Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 |

Publisher | Association for Computing Machinery, Inc |

Pages | 129-136 |

Number of pages | 8 |

ISBN (Electronic) | 0897917464, 9780897917469 |

DOIs | |

State | Published - Aug 1 1996 |

Event | 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 - New Orleans, United States Duration: Aug 4 1996 → Aug 9 1996 |

### Other

Other | 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 |
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Country | United States |

City | New Orleans |

Period | 8/4/96 → 8/9/96 |

### Fingerprint

### ASJC Scopus subject areas

- Software
- Computer Graphics and Computer-Aided Design

### Cite this

*Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996*(pp. 129-136). Association for Computing Machinery, Inc. https://doi.org/10.1145/237170.237222

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

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution

*Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996.*Association for Computing Machinery, Inc, pp. 129-136, 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996, New Orleans, United States, 8/4/96. https://doi.org/10.1145/237170.237222

}

TY - GEN

T1 - Position-based physics

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

AU - Milenkovic, Victor

PY - 1996/8/1

Y1 - 1996/8/1

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 plausiblemotions 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 (nonrotating) 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 physicalmotions of objects. Even for unconfinedobjects, 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 plausiblemotions 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 (nonrotating) 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 physicalmotions of objects. Even for unconfinedobjects, the new algorithm can rapidly generate realistic "piles" and "clumps..

UR - http://www.scopus.com/inward/record.url?scp=85032453030&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=85032453030&partnerID=8YFLogxK

U2 - 10.1145/237170.237222

DO - 10.1145/237170.237222

M3 - Conference contribution

AN - SCOPUS:85032453030

SP - 129

EP - 136

BT - Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996

PB - Association for Computing Machinery, Inc

ER -