Handle URI:
http://hdl.handle.net/10754/599196
Title:
Piles of objects
Authors:
Hsu, Shu-Wei; Keyser, John
Abstract:
We present a method for directly modeling piles of objects in multi-body simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these situations by explicitly modeling the piles that the objects may form into. By modeling pile behavior rather than the behavior of all individual objects, we can achieve realistic results in less time, and without directly modeling the frictional component that leads to desired pile shapes. Our method is simple to implement and can be easily integrated with existing rigid body simulations. We observe notable speedups in several rigid body examples, and generate a wider variety of piled structures than possible with strict impulse-based simulation. © 2010 ACM.
Citation:
Hsu S-W, Keyser J (2010) Piles of objects. ACM SIGGRAPH Asia 2010 papers on - SIGGRAPH ASIA ’10. Available: http://dx.doi.org/10.1145/1882262.1866181.
Publisher:
Association for Computing Machinery (ACM)
Journal:
ACM SIGGRAPH Asia 2010 papers on - SIGGRAPH ASIA '10
Issue Date:
2010
DOI:
10.1145/1866158.1866181
Type:
Conference Paper
Sponsors:
This work was supported by NSF Grant IIS-0917286. Work supported in part by IAMCS-KAUST grant.
Appears in Collections:
Publications Acknowledging KAUST Support

Full metadata record

DC FieldValue Language
dc.contributor.authorHsu, Shu-Weien
dc.contributor.authorKeyser, Johnen
dc.date.accessioned2016-02-25T13:54:41Zen
dc.date.available2016-02-25T13:54:41Zen
dc.date.issued2010en
dc.identifier.citationHsu S-W, Keyser J (2010) Piles of objects. ACM SIGGRAPH Asia 2010 papers on - SIGGRAPH ASIA ’10. Available: http://dx.doi.org/10.1145/1882262.1866181.en
dc.identifier.doi10.1145/1866158.1866181en
dc.identifier.urihttp://hdl.handle.net/10754/599196en
dc.description.abstractWe present a method for directly modeling piles of objects in multi-body simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these situations by explicitly modeling the piles that the objects may form into. By modeling pile behavior rather than the behavior of all individual objects, we can achieve realistic results in less time, and without directly modeling the frictional component that leads to desired pile shapes. Our method is simple to implement and can be easily integrated with existing rigid body simulations. We observe notable speedups in several rigid body examples, and generate a wider variety of piled structures than possible with strict impulse-based simulation. © 2010 ACM.en
dc.description.sponsorshipThis work was supported by NSF Grant IIS-0917286. Work supported in part by IAMCS-KAUST grant.en
dc.publisherAssociation for Computing Machinery (ACM)en
dc.subjectangle of reposeen
dc.subjectpilingen
dc.subjectrigid body simulationen
dc.titlePiles of objectsen
dc.typeConference Paperen
dc.identifier.journalACM SIGGRAPH Asia 2010 papers on - SIGGRAPH ASIA '10en
dc.contributor.institutionTexas A and M University, College Station, United Statesen
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