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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/10.20385/1860-2037/4.2007.15Download
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@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" }Download
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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 -Download
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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. ERDownload
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<mods> <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> <classification authority="ddc">004</classification> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>JVRB - Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>4(2007)</number> </detail> <detail type="issue"> <number>15</number> </detail> <date>2008</date> </part> </relatedItem> <identifier type="issn">1860-2037</identifier> <identifier type="urn">urn:nbn:de:0009-6-12767</identifier> <identifier type="doi">10.20385/1860-2037/4.2007.15</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-12767</identifier> <identifier type="citekey">jonquet2008</identifier> </mods>Download
Full Metadata
Bibliographic Citation | JVRB, 4(2007), no. 15. |
---|---|
Title |
The art to keep in touch: The ''good use'' of Lagrange multipliers (eng) |
Author | Antoine Jonquet, Olivier Nocent, Yannick Remion |
Language | eng |
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. |
Subject | Contact Simulation, Physically-based animation, constraints |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-12767 |
DOI | https://doi.org/10.20385/1860-2037/4.2007.15 |