Physically based modeling is widely used within the fields of
computer graphics and mechanical engineering for complex systems
that are difficult to analyze using conventional mechanics
theory.
This "Guide to Dynamic Simulations of Rigid Bodies and Particle
Systems" presents a comprehensive introduction to the techniques
needed to produce realistic simulations and animations of particle
and rigid-body systems. The book focuses on both the theoretical
and practical aspects of developing and implementing physically
based dynamic-simulation engines. Opening with an overview of the
independent modules constituting a simulation engine, the text then
provides detailed explanations for each technique, with more
complex mathematical algorithms and associated implementations
included in the second part of the book. Each chapter examines
numerous algorithms, describing their design and analysis in an
accessible manner, without sacrificing depth of coverage or
mathematical rigor.
Topics and features: examines the problem of computing an
hierarchical representation of the geometric description of each
simulated object, as well as the simulated world; discusses the use
of discrete and continuous collision detection to handle thin or
fast-moving objects, including a derivation of the conservative
time advancement algorithm; describes the computational techniques
needed for determining all impulsive and contact forces between
bodies with multiple simultaneous collisions and contacts; presents
techniques that can be used to dynamically simulate articulated
rigid bodies; concludes each chapter with exercises, ranging from
issues of algorithm enhancements to alternative approaches that
complement the algorithms discussed in the book.
Practical and easy-to-follow, this hands-on guide/reference is
essential reading for software developers involved in computer
graphics, computer animation, and computer-aided mechanical design
and modeling.
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