Impulse-based simulation of rigid bodies
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
View-dependent culling of dynamic systems in virtual environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Interactive manipulation of rigid body simulations
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Sampling plausible solutions to multi-body constraint problems
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Evaluating the visual fidelity of physically based animations
ACM SIGGRAPH 2003 Papers
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Impulse-based dynamic simulation of rigid body systems
Impulse-based dynamic simulation of rigid body systems
BD-tree: output-sensitive collision detection for reduced deformable models
ACM SIGGRAPH 2004 Papers
Real-Time subspace integration for St. Venant-Kirchhoff deformable models
ACM SIGGRAPH 2005 Papers
A Collision Detection and Response Scheme for Simplified Physically Based Animation
SIBGRAPI '05 Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing
Model reduction for real-time fluids
ACM SIGGRAPH 2006 Papers
Backward steps in rigid body simulation
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH Asia 2010 papers
Believability in simplifications of large scale physically based simulation
Proceedings of the ACM Symposium on Applied Perception
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We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions of a given object. From this data we extract a statistical "signature" for the object, giving a compact representation of the object's response to collision events. During object simulation, both the collision detection and the collision response calculations are replaced by simpler calculations based on the statistical signature. Using this approach, we are able to achieve significant improvement in the performance of rigid body simulation. The statistical behavior of the simulation is maintained, including achieving valid resting positions. We present results from a variety of simulations that demonstrate the method and its performance improvement. The method is appropriate for rigid body simulation situations requiring significant performance improvement, and allowing for some loss in fidelity.