000 03882nam a22004455i 4500
001 978-1-4471-4417-5
003 DE-He213
005 20200421112048.0
007 cr nn 008mamaa
008 121009s2013 xxk| s |||| 0|eng d
020 _a9781447144175
_9978-1-4471-4417-5
024 7 _a10.1007/978-1-4471-4417-5
_2doi
050 4 _aQA76.9.C65
072 7 _aUGK
_2bicssc
072 7 _aCOM072000
_2bisacsh
082 0 4 _a003.3
_223
100 1 _aCoutinho, Murilo G.
_eauthor.
245 1 0 _aGuide to Dynamic Simulations of Rigid Bodies and Particle Systems
_h[electronic resource] /
_cby Murilo G. Coutinho.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2013.
300 _aXIV, 402 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSimulation Foundations, Methods and Applications,
_x2195-2817
505 0 _aDynamic Simulations -- Hierarchical Representation of 3D Polyhedra -- Particle Systems -- Rigid-Body Systems -- Articulated Rigid-Body Systems -- Useful 3D Geometric Constructions -- Numerical Solution of Ordinary Differential Equations of Motion Quaternions -- Rigid-Body Mass Properties -- Useful Time Derivatives -- Convex Decomposition of 3D Polyhedra -- Constructing Signed Distance Fields for 3D Polyhedra -- Conservative Time Advancement for Convex Objects -- The Linear-Complementarity Problem.
520 _aPhysically 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 book 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.
650 0 _aComputer science.
650 0 _aComputer simulation.
650 1 4 _aComputer Science.
650 2 4 _aSimulation and Modeling.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781447144168
830 0 _aSimulation Foundations, Methods and Applications,
_x2195-2817
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4471-4417-5
912 _aZDB-2-SCS
942 _cEBK
999 _c57017
_d57017