作者: Ulrich Leiner , Bernhard Preim
DOI: 10.1007/978-4-431-68186-1_4
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摘要: This paper presents the use of kinematics and dynamics to specify object motion in computer animation systems. To achieve real-time interactivity, objects are modeled by masspoints with connecting geometrical constraints which interact surrounding environment. The control is performed known external forces unknown constraint forces. latter ones act on order keep satisfied. calculate these quantities, a linear equation system derived then solved an iterative algorithm for each timestep. Different examples including three-dimensional six-body pendulum show efficiency accuracy this algorithm.