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Showing papers on "Physics engine published in 1999"


Journal ArticleDOI
TL;DR: This paper demonstrates an image- space collision detection process that allows substantial computational savings during the image-space interference test and makes efficient use of the graphics rendering hardware for real-time complex object interactions.
Abstract: Object interactions are ubiquitous in interactive computer graphics, 3D object motion simulations, virtual reality and robotics applications. Most collision detection algorithms are based on geometrical object-space interference tests. Some algorithms have employed an image-space approach to the collision detection problem. In this paper we demonstrate an image-space collision detection process that allows substantial computational savings during the image-space interference test. This approach makes efficient use of the graphics rendering hardware for real-time complex object interactions. Copyright © 1999 John Wiley & Sons, Ltd.

85 citations


Journal ArticleDOI
TL;DR: In this article, a fully three-dimensional, computationally inexpensive vehicular model is presented, in which the vehicle's sprung mass is modeled as a (nonlinearly) deformable body and the formulation of the equations of motion is based on a continuum theory known as the theory of a Cosserat point.
Abstract: A fully three-dimensional, computationally inexpensive vehicular model is presented. In contrast to traditional rigid body models, the vehicle's sprung mass is modeled as a (nonlinearly) deformable body. The formulation of the equations of motion is based on a continuum theory known as the theory of a Cosserat point. These equations largely preserve the relative simplicity of rigid body dynamics but incorporate deformable features. The ease of computer implementation permits the simultaneous simulation of vehicle and collision dynamics of multiple vehicles and highway objects. In this paper, the theory of a Cosserat point is summarized and its general application to vehicle and collision dynamics is illustrated. A three-dimensional collision algorithm is discussed with emphasis on small closing velocities (negligible residual crush, elastic rebound). The novel model is compared to standard procedures.

12 citations