Zobrazeno 1 - 10
of 29
pro vyhledávání: '"Sheldon Andrews"'
Publikováno v:
Computers & Graphics. 110:1-10
Autor:
Antonin Bernardin, Eulalie Coevoet, Paul Kry, Sheldon Andrews, Christian Duriez, Maud Marchal
Publikováno v:
ACM Transactions on Graphics
ACM Transactions on Graphics, 2023, 42 (1), pp.1-14. ⟨10.1145/3551889⟩
ACM Transactions on Graphics, 2023, 42 (1), pp.1-14. ⟨10.1145/3551889⟩
International audience; In this paper, we propose a physics-based model of suction phenomenon to achieve simulation of deformable objects like suction cups. Our model uses a constraint-based formulation to simulate the variations of pressure inside s
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::95399ace48747a01857b0249aae2a4ec
https://inria.hal.science/hal-03869711
https://inria.hal.science/hal-03869711
Publikováno v:
Andrews, S, Nassif, L, Erleben, K & Kry, P G 2021, ' Coupling Friction with Visual Appearance ', Proceedings of the ACM on Computer Graphics and Interactive Techniques, vol. 4, no. 3, 3480138, pp. 1-20 . https://doi.org/10.1145/3480138
We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction c
Publikováno v:
Computer Graphics Forum. 39:113-122
We use a finite element model to predict the vibration response of objects in a rigid body simulation, such that rigid objects are augmented to provide a plausible elastic collision response between distant objects due to vibration. We start with a g
Publikováno v:
Andrews, S, Erleben, K & Ferguson, Z 2022, Contact and friction simulation for computer graphics . Association for Computing Machinery, Inc. https://doi.org/10.1145/3532720.3535640
Efficient simulation of contact is of interest for numerous physics-based animation applications. For instance, virtual reality training, video games, rapid digital prototyping, and robotics simulation are all examples of applications that involve co
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::a874eea8525664c6e32fad9bcfaa6d3e
https://curis.ku.dk/ws/files/320502770/ACM_proceedings.pdf
https://curis.ku.dk/ws/files/320502770/ACM_proceedings.pdf
Publikováno v:
MIG
We design a nominal controller for animating an articulated physics-based human arm model, including the hands and fingers, to catch and throw objects. The controller is based on a finite state machine that defines the target poses for proportional-d
Autor:
Kenny Erleben, Sheldon Andrews
Publikováno v:
SIGGRAPH Courses
Andrews, S & Erleben, K 2021, Contact and friction simulation for computer graphics . in SIGGRAPH '21: ACM SIGGRAPH 2021 Courses, Proceedings ., 2, Association for Computing Machinery, pp. 1-124, SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Virtual, 09/08/2021 . https://doi.org/10.1145/3450508.3464571
Andrews, S & Erleben, K 2021, Contact and friction simulation for computer graphics . in SIGGRAPH '21: ACM SIGGRAPH 2021 Courses, Proceedings ., 2, Association for Computing Machinery, pp. 1-124, SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Virtual, 09/08/2021 . https://doi.org/10.1145/3450508.3464571
Efficient simulation of contact is of interest for numerous physics-based animation applications. For instance, virtual reality training, video games, rapid digital prototyping, and robotics simulation are all examples of applications that involve co
Publikováno v:
Computer Graphics Forum. 39:450-461
Publikováno v:
ACM Transactions on Graphics. 38:1-17
Substructuring permits parallelization of physics simulation on multi-core CPUs. We present a new substructuring approach for solving stiff multibody systems containing both bilateral and unilateral constraints. Our approach is based on non-overlappi
Autor:
Kenny Erleben, Sheldon Andrews
Publikováno v:
Computers & Graphics. 78:1-11
Inverse kinematics (IK) is a central component of systems for motion capture, character animation, robotics motion planning and control. The field of computer graphics has developed fast stationary point methods, such as the Jacobian Transpose method