The art to keep in touch: The ''good use'' of Lagrange multipliers

Autor/innen

  • Antoine Jonquet Reims Institute of Technology, CReSTIC
  • Olivier Nocent Reims Institute of Technology, CReSTIC
  • Yannick Remion Reims Institute of Technology, CReSTIC

DOI:

https://doi.org/10.20385/1860-2037/4.2007.15

Schlagworte:

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 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.
Cover page of article 4.2007.15

Veröffentlicht

2008-01-24

Ausgabe

Rubrik

GRAPP 2007