Loading…
Graceful Degradation of Collision Handling in Physically Based Animation
Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method...
Saved in:
Published in: | Computer graphics forum 2000-09, Vol.19 (3), p.239-248 |
---|---|
Main Authors: | , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | cdi_FETCH-LOGICAL-c3876-9e3be51067859c535e58b19434335c0cb389ab8e82dc53409fa770dcfa7f5f293 |
---|---|
cites | |
container_end_page | 248 |
container_issue | 3 |
container_start_page | 239 |
container_title | Computer graphics forum |
container_volume | 19 |
creator | Dingliana, John O'Sullivan, Carol |
description | Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method for calculating consistent collision response at different levels of detail. The mechanism works closely with a system which uses a pre‐computed hierarchical volume model for collision detection. |
doi_str_mv | 10.1111/1467-8659.00416 |
format | article |
fullrecord | <record><control><sourceid>wiley_cross</sourceid><recordid>TN_cdi_crossref_primary_10_1111_1467_8659_00416</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>CGF416</sourcerecordid><originalsourceid>FETCH-LOGICAL-c3876-9e3be51067859c535e58b19434335c0cb389ab8e82dc53409fa770dcfa7f5f293</originalsourceid><addsrcrecordid>eNqFkE1PwzAMhiMEEmNw5po_0C1ZmiY5jpZ1SGUgBIJblKbJCIQWNUPQf0-7ol3x5fXXY9kG4BKjGe5tjuOERTyhYoZQjJMjMDlkjsEE4d5niNJTcBbCG-p7WEInYJ23Shv75WFmtq2q1M41NWwsTBvvXRiCtaor7-otdDW8f-2C08r7Dl6pYCq4rN3HnjkHJ1b5YC7-dAqeVteP6Toq7vKbdFlEmnCWRMKQ0lCMEsap0JRQQ3mJRUxiQqhGuiRcqJIbvqj6aoyEVYyhSvdiqV0IMgXzca5umxBaY-Vn26_QdhIjOTxCDmfL4Wy5f0RPkJH4dt50_7XLNF-NVDRSLuzMz4FS7btMGGFUPm9yWbDb7CV7yOSG_AJj-W4F</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>Graceful Degradation of Collision Handling in Physically Based Animation</title><source>Business Source Ultimate</source><source>Art & Architecture Source</source><source>Wiley-Blackwell Read & Publish Collection</source><creator>Dingliana, John ; O'Sullivan, Carol</creator><creatorcontrib>Dingliana, John ; O'Sullivan, Carol</creatorcontrib><description>Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method for calculating consistent collision response at different levels of detail. The mechanism works closely with a system which uses a pre‐computed hierarchical volume model for collision detection.</description><identifier>ISSN: 0167-7055</identifier><identifier>EISSN: 1467-8659</identifier><identifier>DOI: 10.1111/1467-8659.00416</identifier><language>eng</language><publisher>Oxford, UK and Boston, USA: Blackwell Publishers Ltd</publisher><subject>animation ; collision response ; multibody dynamics ; virtual reality</subject><ispartof>Computer graphics forum, 2000-09, Vol.19 (3), p.239-248</ispartof><rights>The Eurographics Association and Blackwell Publishers 2000</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c3876-9e3be51067859c535e58b19434335c0cb389ab8e82dc53409fa770dcfa7f5f293</citedby></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27922,27923</link.rule.ids></links><search><creatorcontrib>Dingliana, John</creatorcontrib><creatorcontrib>O'Sullivan, Carol</creatorcontrib><title>Graceful Degradation of Collision Handling in Physically Based Animation</title><title>Computer graphics forum</title><description>Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method for calculating consistent collision response at different levels of detail. The mechanism works closely with a system which uses a pre‐computed hierarchical volume model for collision detection.</description><subject>animation</subject><subject>collision response</subject><subject>multibody dynamics</subject><subject>virtual reality</subject><issn>0167-7055</issn><issn>1467-8659</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2000</creationdate><recordtype>article</recordtype><recordid>eNqFkE1PwzAMhiMEEmNw5po_0C1ZmiY5jpZ1SGUgBIJblKbJCIQWNUPQf0-7ol3x5fXXY9kG4BKjGe5tjuOERTyhYoZQjJMjMDlkjsEE4d5niNJTcBbCG-p7WEInYJ23Shv75WFmtq2q1M41NWwsTBvvXRiCtaor7-otdDW8f-2C08r7Dl6pYCq4rN3HnjkHJ1b5YC7-dAqeVteP6Toq7vKbdFlEmnCWRMKQ0lCMEsap0JRQQ3mJRUxiQqhGuiRcqJIbvqj6aoyEVYyhSvdiqV0IMgXzca5umxBaY-Vn26_QdhIjOTxCDmfL4Wy5f0RPkJH4dt50_7XLNF-NVDRSLuzMz4FS7btMGGFUPm9yWbDb7CV7yOSG_AJj-W4F</recordid><startdate>200009</startdate><enddate>200009</enddate><creator>Dingliana, John</creator><creator>O'Sullivan, Carol</creator><general>Blackwell Publishers Ltd</general><scope>BSCLL</scope><scope>AAYXX</scope><scope>CITATION</scope></search><sort><creationdate>200009</creationdate><title>Graceful Degradation of Collision Handling in Physically Based Animation</title><author>Dingliana, John ; O'Sullivan, Carol</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c3876-9e3be51067859c535e58b19434335c0cb389ab8e82dc53409fa770dcfa7f5f293</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2000</creationdate><topic>animation</topic><topic>collision response</topic><topic>multibody dynamics</topic><topic>virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Dingliana, John</creatorcontrib><creatorcontrib>O'Sullivan, Carol</creatorcontrib><collection>Istex</collection><collection>CrossRef</collection><jtitle>Computer graphics forum</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Dingliana, John</au><au>O'Sullivan, Carol</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Graceful Degradation of Collision Handling in Physically Based Animation</atitle><jtitle>Computer graphics forum</jtitle><date>2000-09</date><risdate>2000</risdate><volume>19</volume><issue>3</issue><spage>239</spage><epage>248</epage><pages>239-248</pages><issn>0167-7055</issn><eissn>1467-8659</eissn><abstract>Interactive simulation is made possible in many applications by simplifying or culling the finer details that would make real‐time performance impossible. This paper examines detail simplification in the specific problem of collision handling for rigid body animation. We present an automated method for calculating consistent collision response at different levels of detail. The mechanism works closely with a system which uses a pre‐computed hierarchical volume model for collision detection.</abstract><cop>Oxford, UK and Boston, USA</cop><pub>Blackwell Publishers Ltd</pub><doi>10.1111/1467-8659.00416</doi><tpages>10</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0167-7055 |
ispartof | Computer graphics forum, 2000-09, Vol.19 (3), p.239-248 |
issn | 0167-7055 1467-8659 |
language | eng |
recordid | cdi_crossref_primary_10_1111_1467_8659_00416 |
source | Business Source Ultimate; Art & Architecture Source; Wiley-Blackwell Read & Publish Collection |
subjects | animation collision response multibody dynamics virtual reality |
title | Graceful Degradation of Collision Handling in Physically Based Animation |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-13T22%3A16%3A21IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-wiley_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Graceful%20Degradation%20of%20Collision%20Handling%20in%20Physically%20Based%20Animation&rft.jtitle=Computer%20graphics%20forum&rft.au=Dingliana,%20John&rft.date=2000-09&rft.volume=19&rft.issue=3&rft.spage=239&rft.epage=248&rft.pages=239-248&rft.issn=0167-7055&rft.eissn=1467-8659&rft_id=info:doi/10.1111/1467-8659.00416&rft_dat=%3Cwiley_cross%3ECGF416%3C/wiley_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c3876-9e3be51067859c535e58b19434335c0cb389ab8e82dc53409fa770dcfa7f5f293%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true |