基于物理的计算机动画研究

Yanhao Cao, Yingfeng Zhao, Yu-Lu Hu, Binbin Lin
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摘要

为了估计机械系统的物理特性,缩短开发周期,本文研究了基于物理动画生成的原理及相关技术,并结合Bullet物理引擎模拟刚体动力学,制作基于物理动画。物理动画的基本原理是基于动态方程的。采用数值求解技术求解动力学方程。刚体的实际运动不会穿透,需要进行碰撞检测。使用Bullet物理引擎计算刚体的运动过程,使用OpenGL进行渲染,并将两者结合起来实现仿真过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Research on Physically-based Computer Animation
In order to estimate the physical characteristics of the mechanical system and shorten the development cycle, this paper studies the principles and related technologies of the generation of physically-based animations, and combines the Bullet physics engine to simulate the dynamics of rigid bodies, and produce physically-based animations. The basic principle of physics animation is based on dynamic equations. The numerical solution technology is used to solve the dynamic equations. The actual motion of the rigid body will not penetrate, and collision detection is required. The Bullet physics engine is used to calculate the motion process of a rigid body, and OpenGL is used for rendering, and the two are combined to realize the simulation process.
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