Collision Detection and Response for Computer Animation

Collision Detection and Response for Computer Animation
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DOI:
10.1145/54852.378528
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发表时间:
1988-06
期刊:
Proceedings of the 15th annual conference on Computer graphics and interactive techniques
影响因子:
--
通讯作者:
M. Moore;J. Wilhelms
M. Moore;J. Wilhelms
中科院分区:
其他
文献类型:
--
作者:
M. Moore;J. Wilhelms

文献摘要

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当几个物体通过计算机动画移动时,它们就有可能相互渗透。这通常是一种不需要的状态,特别是当动画试图模拟现实世界时。其中涉及两个问题:检测到已发生冲突,并对其作出响应。前者本质上是一个运动学问题,涉及到世界上物体的位置关系。后者是一个动态问题,因为它涉及到根据物理定律预测行为。讨论了碰撞检测和碰撞响应,给出了两种碰撞检测算法,描述了用弹簧对任意物体的碰撞建模,并提出了一种关节刚体的分析碰撞响应算法,该算法守恒线动量和角动量。
When several objects are moved about by computer animation, there is the chance that they will interpenetrate. This is often an undesired state, particularly if the animation is seeking to model a realistic world. Two issues are involved: detecting that a collision has occurred, and responding to it. The former is fundamentally a kinematic problem, involving the positional relationship of objects in the world. The latter is a dynamic problem, in that it involves predicting behavior according to physical laws. This paper discusses collision detection and response in general, presents two collision detection algorithms, describes modeling collisions of arbitrary bodies using springs, and presents an analytical collision response algorithm for articulated rigid bodies that conserves linear and angular momentum.