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MOORE,M.ANDWILHELMS, J. 1988. Collision detection and response for computer animation. In Computer Graphics (Proceedings of SIGGRAPH 88). Annual Conference Series. ACM SIGGRAPH, 289--298.

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Optimization-Based Animation - Milenkovic, Schmidl (2001)   (7 citations)  (Correct)

....if one is rotated and stacked on top of the other. In practice, a tolerance must be used to determine if a feature lies on the separating plane, and the features must be projected onto the separating plane before intersection. We can use the contact points as input to any analytic algorithm [12, 22, 7, 2, 3, 19] for calculating the new body velocities (momenta) and accelerations (forces) In this manner, the bodies in a scene will continue to follow their trajectories. However, this section presents new optimization based (in particular, QP based) algorithms to update velocities and accelerations of ....

....ensure that points on bodies where they are linked together are perturbed to the same coordinate in space: qa #xa #ra(qa xa ) q b #x b #r b x b ) 26) where qa = q b is the common link point of bodies A and B. This way, they will stay connected. Attachment impulses are calculated as in [22] to simulate realistic motion of multi bodies. Figure 8: Jacks: an example of non convexity. 3.4 Non Convex Solids Non convex bodies (Fig. 8) are implemented as collections of convex parts. Any polyhedron can be expressed as the union of convex polyhedra. These can be rigidly attached to each ....

Mathew Moore and Jane Wilhelms. Collision detection and response for computer animation. SIGGRAPH 88 Conference Proceedings, pages 289--297, 1988.


Dressing Animated Synthetic Actors with Complex Deformable.. - Michel Carignan Ying (1992)   (38 citations)  (Correct)

....trousers or jackets without proper dynamic constraints. Problems include seaming the surface panels together, attaching them to other rigid objects, and calculating collision responses when cloth self collides or collides with a rigid object. Some algorithms of collision response were described [7,13] but they are not effective in cloth animation except for special cases such as a single skirt. Figure 1. A simple cloth: only the skirt is deformable and designed as a single panel. In our approach, we work as a tailor does, designing garments from individual two dimensional panels seamed ....

....3. Collision response This problem is handled in two steps. The first one is collision detection. This means that we have to find any object s triangle (including those belonging to the cloth itself) within a threshold distance from cloth s vertices. Several algorithms have already been proposed [7, 16, 13]. When a collision is detected, we pass through the second step where we act on the vertices to actually avoid the collision. This may be done using a potential field method as suggested by Terzopoulos et al. 15] A detailed algorithm is described by Lafleur et al. 7] for Marilyn s skirt in the ....

Moore Matthew, Wilhelms Jane. Collision Detection and Response for Computer Animation. In Proc. SIGGRAPH'88, Computer Graphics, Vol.22, No.4, 1988, pp.289-298.


An Adaptive Spatial Subdivision of the Object Space for Fast.. - Bandi, Thalmann (1993)   (9 citations)  (Correct)

....are applied to simulate collision response. This process is repeated at each time step during the simulation. Analytical methods can be used to determine collision points in simple cases, but for complex cases the resulting higher order polynomials can only be solved using numerical methods [Moore88] Collision response involves altering the velocities of colliding bodies in order to prevent them from passing through each other after the collision. This means calculating new forces and torques at the points of collision so that colliding objects rebounce (depending on elasticity) after the ....

....new forces and torques at the points of collision so that colliding objects rebounce (depending on elasticity) after the collision. Non analytic methods which involve creation of virtual springs at the collision points to simulate the response have been proposed, but are computationally expensive [Moore88] Analytical methods based on conservation of momentum laws have also been widely used [Moore88] Hahn88] Baraff89] Moore88] and [Hahn88] compute This is slightly older version of paper appeared in Eurographics 95. Exact version has been lost. For an updated version of this work see ....

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Moore,M. and Wilhelms, J., "Collision detection and response for computer animation", Computer Graphics (Proc.SIGGRAPH), vol.22,pp.289-298, 1988.


Simulation of Object and Human Skin Deformations in a.. - Gourret, Thalmann.. (1989)   (40 citations)  (Correct)

....by surrounding the object surfaces with a repulsive collision force. This approach is also developed by Luciani [19] who deals with 2D real time animation of objects and characters based on springs, dampers and masses, controlled by gestural transducers with mechanical feedback. Moore and Wilhems [25] treat collision response, developing two methods based on springs and analytical solutions. They state that spring solutions are applicable to the surface shapes of flexible bodies but do not explain how the shapes are obtained before initiation of contact calculations nor how the shapes are ....

Moore M and Wilhelms J. Collision detection and response for computer animation. Proc.SIGGRAPH '88, pp 289-298


Incremental Penetration Depth Estimation Between Convex.. - Kim, Lin, Manocha (2004)   (1 citation)  (Correct)

....need to know the extent of penetration between overlapping objects. These include robot motion planning in environments consisting of narrow passages [2] six degree of freedom haptic rendering involving object object interactions [3] 4] contact force computation for dynamic simulation [5] [6]. The natural extension of Euclidean separation distance to overlapping objects is the penetration depth (PD) or intersection depth. The PD of two inter penetrating objects A and B is defined as the minimum translation distance that one object undergoes to make the interiors of A and B disjoint. ....

Matthew Moore and Jane Wilhelms, "Collision detection and response for computer animation," in Computer Graphics (SIGGRAPH '88 Proceedings), John Dill, Ed., Aug. 1988, vol. 22, pp. 289--298.


Collision Handling for Virtual Environments - O'Sullivan, Dingliana.. (2001)   (Correct)

....opportunities for research collision detection between deformable models still offers. 5. Contact Modelling and Collision Response The primary goal of collision response is to deal in some consistent and expected manner with objects, which the detection mechanism has identified as colliding [Moore and Wilhelms 88] The actual response will be specific to the application domain and may range from something as simple destroying one of the objects in a game, choosing a different path for one of the objects in a collision avoidance system or moving two objects apart so they are no longer colliding after the ....

Moore, M. and Wilhelms, J. Collision Detection and Response for Computer Animation. Proceedings SIGGRAPH'88. 289-298.


Jovan Popovi C - Massachusetts Institute Of   (Correct)

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MOORE,M.ANDWILHELMS, J. 1988. Collision detection and response for computer animation. In Computer Graphics (Proceedings of SIGGRAPH 88). Annual Conference Series. ACM SIGGRAPH, 289--298.


SpinalTap: An Architecture for Real-Time Vertebrae Drilling.. - Schmidt (2002)   (Correct)

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Matthew Moore and Jane Wilhelms. Collision detection and response for computer animation. Computer Graphics (Proceedings of SIGGRAPH 88), 22(4):289--298, August 1988.


Interactive Multiple Representation Editing of Physically-based .. - Christopher (1994)   (Correct)

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M. Moore and Jane Wilhelms. Collision detection and response for computer animation. In SIGGRAPH, pages 289--298, 1988.


Anais do IX SIBGRAPI (1996) 273-280 Behavioral Animation.. - Marcelo Cohen Carla (1998)   (Correct)

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M. Moore, J. Wilhelms, Collision Detection and Response for Computer Animation, Proc. SIGGRAPH'88, 22(4), ACM Press, 1988, pp. 289-298.


Globular Dynamics: A Connected Particle System For Animating.. - Miller, Pearce (1989)   (35 citations)  (Correct)

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M. Moore and J. Wilhelms, Collision detection and response for computer animation. SIGGRAPH 88 Comp. Graphics 22(4), 289-298 (1988).


Lower Bound of Distance in 3D - Konecny, al. (1997)   (3 citations)  (Correct)

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M. Moore and J. Willhelms. Collision detection and response for computer animation. SIGGRAPH'88 Proceedings, pp. 289--298, 1988.


Virtual Reality in Assembly Simulation - Collision Detection.. - Zachmann (2000)   (Correct)

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Matthew Moore, and Jane Wilhelms. Collision detection and response for computer animation. In Computer Graphics (SIGGRAPH '88 Proceedings), John Dill, Ed., vol. 22, pages 289--298, August 1988.


Real-Time Dynamic Simulation And 3d Interaction Of Biological.. - Sundaraj (2004)   (Correct)

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Moore, M. and Wilhelms, J. (1988). Collision detection and response for computer animation. In Computer Graphics .


Quasi-Rigid Objects in Contact - Pauly, Pai, Guibas (2004)   (Correct)

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MOORE M., WILHELMS J.: Collision detection and response for computer animation. In Proceedings of SIGGRAPH 1988 (1988), pp. 289--298. 2


Fast Collision Detection with an N-Objects Octree - Osu-Accad- Tr Edward   (Correct)

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Matthew Moore and Jane Wilhelms, "Collision Detection and Response for Computer Animation", SIGGRAPH Annual Conference Proceedings, Volume 22, Number 4, August 1988.


Rigid Body Simulation and Evolution of Virtual Creatures - Fontijne (2000)   (Correct)

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M. Moore and J. Wilhelms. Collision detection and response for computer animation. Computer Graphics, 22(4):289-298, August 1988.


Particle-based Collision Detection - Senin, Kojekine, Savchenko, Hagiwara (2003)   (Correct)

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M. Moore and J. Wilhelms. Collision detection and response for computer animation, ACM Computer Graphics (Proc. of SIGGRAPH '88), 22(4):289-298, 1988. 2, 4


Gauss' Least Constraints Principle and Rigid Body Simulations - St Ephane Redon (2002)   (Correct)

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M. Moore and J. Wilhelms. Collision Detection and Response for Computer Animation. In Computers Graphics (Proceedings of SIGGRAPH 88), pp 289-298. ACM SIGGRAPH, August 1988.


A Layered Model of a Virtual Human Intestine for.. - France, Lenoir.. (2004)   (Correct)

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M. Moore and J. Wilhelms. Collision detection and response for computer animation. SIGGRAPH'88 Conference Proceedings, Computer Graphics, Atlanta, 22(4):289--298, August 1988.


Physically Based Motion Transformation - Zoran Popovic Andrew (1999)   (32 citations)  (Correct)

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Matthew Moore and Jane Wilhelms. Collision detection and response for computer animation. In Computer Graphics (SIGGRAPH 88 Proceedings),vol- ume 22, pages 289--298, August 1988.


Caixas Orientadas Envolventes na Verificacao de - Contatos Luis Rivera   (Correct)

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M. Moore e J. Wilhelms. An Collision Detection and Response for Computer Animation. ACM Computer Graphics, v.22, n.4, 1988, 289-298.


Laborat orio VISGRAF - Instituto De Matem   (Correct)

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M. Moore e J. Wilhelms. An Collision Detection and Response for Computer Animation. ACM Computer Graphics, v.22, n.4, 1988, 289-298.


Surgical Thread Simulation - Lenoir, Meseure, Grisoni, Chaillou (2002)   (Correct)

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M. Moore and J. Wilhelms. Collision detection and response for computer animation. Computer Graphics, 1988.


The HUMANOID Environment for Interactive Animation .. - Boulic, Capin.. (1995)   (13 citations)  (Correct)

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Moore M., Wilhelms J., "Collision Detection and Response for Computer Animation", Computer Graphics, Vol. 22(4), August 1988, pp. 289-298

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