TY - GEN

T1 - Position-based physics

T2 - 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996

AU - Milenkovic, Victor J.

N1 - Funding Information:
1Department of Mathematics and Computer Science, University of Miami, P.O. Box 249085, Coral Gables, FL 33124. The research of Victor J. Milenkovic was funded by the Textile/Clothing Technology Corporation from funds awarded to them by the Alfred P. Sloan Foundation and by NSF grants CCR-91-157993 and CCR-90-09272.
Publisher Copyright:
© 1996 ACM.

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

T3 - Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996

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

Y2 - 4 August 1996 through 9 August 1996

ER -