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.

Veröffentlicht

2008-01-24

Zitationsvorschlag

Jonquet, A., Nocent, O., & Remion, Y. (2008). The art to keep in touch: The ’’good use’’ of Lagrange multipliers. Journal of Virtual Reality and Broadcasting, 4. https://doi.org/10.20385/1860-2037/4.2007.15

Ausgabe

Rubrik

GRAPP 2007