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Titlebook: Dynamic Simulations of Multibody Systems; Murilo G. Coutinho Book 2001 Springer-Verlag New York 2001 3D.3D graphics.Animation.Simulation.a

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書(shū)目名稱Dynamic Simulations of Multibody Systems
編輯Murilo G. Coutinho
視頻videohttp://file.papertrans.cn/284/283756/283756.mp4
圖書(shū)封面Titlebook: Dynamic Simulations of Multibody Systems;  Murilo G. Coutinho Book 2001 Springer-Verlag New York 2001 3D.3D graphics.Animation.Simulation.a
描述Physically based modeling is increasingly gaining acceptance within the computer graphics and mechanical engineering industries as a way of achiev- ing realistic animations and accurate simulations of complex systems. Such complex systems are usually hard to animate using scripts, and difficult to analyze using conventional mechanics theory, which makes them perfect candidates for physically based modeling and simulation techniques. The field of physically based modeling is broad. It includes everything from modeling a ball rolling on the floor, to a car engine working, to a hang- ing shirt being moved by a gust of wind. The theory varies from precise mathematical methods to purpose-specific approximated solutions that are mathematically incorrect, but produce realistic animations for the partic- ular situation being considered. Depending on the case, an approximated solution might serve the purpose, however, there are times when approx- imations are not admissible, and the use of accurate simulation engines is a requirement. Developing and implementing physically based dynamic- simulation engines that are robust is difficult. The main reason is that it requires a breadth of knowle
出版日期Book 2001
關(guān)鍵詞3D; 3D graphics; Animation; Simulation; algorithms; computer animation; computer graphics; construction; dif
版次1
doihttps://doi.org/10.1007/978-1-4757-3476-8
isbn_softcover978-1-4419-2902-0
isbn_ebook978-1-4757-3476-8
copyrightSpringer-Verlag New York 2001
The information of publication is updating

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Hierarchical Representation of 3D Polyhedra,to be checked for collisions against all other objects in the simulation. Whenever a collision is detected, the simulation engine needs to trace back in time to the instant before the collision, and determine the collision point and collision normal from the relative geometric displacement of the co
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Articulated Rigid-Body Systems,ere bodies are attached to each other using joints. There are several types of joints that can be used to connect bodies, and they differ from each other by the degree of freedom of the relative motion allowed. Several methods have been proposed to address the dynamics of articulated systems, and mo
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Hierarchical Representation of 3D Polyhedra,to be checked for collisions against all other objects in the simulation. Whenever a collision is detected, the simulation engine needs to trace back in time to the instant before the collision, and determine the collision point and collision normal from the relative geometric displacement of the colliding objects.
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Carl-Christian Freidank,Remmer Sassend cost effectiveness of having reliable computer models for their products. The ability to study the inner workings of a system according to several different scenarios long before the beginning of the manufacture cycle was compelling enough to lead to an impressive amount of work on physically-base
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Handlungsfelder der Landnutzung,to be checked for collisions against all other objects in the simulation. Whenever a collision is detected, the simulation engine needs to trace back in time to the instant before the collision, and determine the collision point and collision normal from the relative geometric displacement of the co
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https://doi.org/10.1007/978-3-658-18671-5nter of mass) considerably simplifies the dynamic equations governing their motion. All interaction forces among themselves and with other objects in the simulation are applied to the points representing each particle, and the rotational motion of a point is undefined, and therefore ignored. The red
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