A fast and stable penalty method for rigid body simulation
Two methods have been used extensively to model resting contact for rigid body simulation. The first approach, the penalty method, applies virtual springs to surfaces in contact to minimize interpenetration. This method, as typically implemented, results in oscillatory behavior and considerable pene...
Veröffentlicht in: | IEEE transactions on visualization and computer graphics. - 1996. - 14(2008), 1 vom: 10. Jan., Seite 231-40 |
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1. Verfasser: | |
Format: | Aufsatz |
Sprache: | English |
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2008
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Zugriff auf das übergeordnete Werk: | IEEE transactions on visualization and computer graphics |
Schlagworte: | Journal Article |