This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid body systems. It focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic simulation engines that can be used to generate convincing animations of physical events involving particles and rigid bodies. It can also be used to produce accurate simulations of mechanical systems, such as a robotic parts feeder. The book is intended for researchers in computer graphics, computer animation, computer-aided mechanical design and modeling software developers.
Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.
From the reviews:
"This is a monograph intended to provide its readers with a comprehensive introduction to the simulation and animation of multibody system dynamics. Both theoretical and applied concepts are discussed. The book is written for the designers of software to represent the kinematics and dynamics of systems of rigid bodies. ... The book contains a vast store of information on computer graphics and the associated procedures." (Ronald L. Huston, Zentralblatt MATH, Vol. 976, 2002)
* Computational dynamics * Hierarchical representation of 3D polyhedra * Particle systems * Rigid body systems * Articulated rigid body systems * Appendices: A)Useful 3D geometrical constructions * B)Numerical solution of ordinary differential equations of motion * C) Quaternions * D)Rigid body mass properties * E)Useful time derivatives * F)Convex decomposition of 3D polyhedra * G)Linear complementarity problem * H)Software implementation
Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.
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