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Antoine Jonquet, Olivier Nocent, and Yannick Remion, The art to keep in touch: The ''good use'' of Lagrange multipliers. JVRB - Journal of Virtual Reality and Broadcasting, 4(2007), no. 15. (urn:nbn:de:0009-6-12767)

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%0 Journal Article
%T The art to keep in touch: The ''good use'' of Lagrange multipliers
%A Jonquet, Antoine
%A Nocent, Olivier
%A Remion, Yannick
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2008
%V 4(2007)
%N 15
%@ 1860-2037
%F jonquet2008
%X Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There areseveral methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt.We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.
%L 004
%K Contact Simulation
%K Physically-based animation
%K constraints
%R 10.20385/1860-2037/4.2007.15
%U http://nbn-resolving.de/urn:nbn:de:0009-6-12767
%U http://dx.doi.org/10.20385/1860-2037/4.2007.15

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Bibtex

@Article{jonquet2008,
  author = 	"Jonquet, Antoine
		and Nocent, Olivier
		and Remion, Yannick",
  title = 	"The art to keep in touch: The ''good use'' of Lagrange multipliers",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2008",
  volume = 	"4(2007)",
  number = 	"15",
  keywords = 	"Contact Simulation; Physically-based animation; constraints",
  abstract = 	"Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There areseveral methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt.We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/4.2007.15",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-12767"
}

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RIS

TY  - JOUR
AU  - Jonquet, Antoine
AU  - Nocent, Olivier
AU  - Remion, Yannick
PY  - 2008
DA  - 2008//
TI  - The art to keep in touch: The ''good use'' of Lagrange multipliers
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 4(2007)
IS  - 15
KW  - Contact Simulation
KW  - Physically-based animation
KW  - constraints
AB  - Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There areseveral methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt.We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-12767
DO  - 10.20385/1860-2037/4.2007.15
ID  - jonquet2008
ER  - 
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Wordbib

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<b:Issue>15</b:Issue>
<b:Url>http://nbn-resolving.de/urn:nbn:de:0009-6-12767</b:Url>
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<b:Title>The art to keep in touch: The &apos;&apos;good use&apos;&apos; of Lagrange multipliers</b:Title>
<b:Comments>Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There areseveral methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt.We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.</b:Comments>
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ISI

PT Journal
AU Jonquet, A
   Nocent, O
   Remion, Y
TI The art to keep in touch: The ''good use'' of Lagrange multipliers
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2008
VL 4(2007)
IS 15
DI 10.20385/1860-2037/4.2007.15
DE Contact Simulation; Physically-based animation; constraints
AB Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There areseveral methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt.We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.
ER

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Mods

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  <titleInfo>
    <title>The art to keep in touch: The ''good use'' of Lagrange multipliers</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Jonquet</namePart>
    <namePart type="given">Antoine</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Nocent</namePart>
    <namePart type="given">Olivier</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Remion</namePart>
    <namePart type="given">Yannick</namePart>
  </name>
  <abstract>Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There are
several methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt.
We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.</abstract>
  <subject>
    <topic>Contact Simulation</topic>
    <topic>Physically-based animation</topic>
    <topic>constraints</topic>
  </subject>
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        <number>4(2007)</number>
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  <identifier type="issn">1860-2037</identifier>
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  <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-12767</identifier>
  <identifier type="citekey">jonquet2008</identifier>
</mods>
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