Analytical methods for dynamic simulation of non-penetrating rigid bodies
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Fast contact force computation for nonpenetrating rigid bodies
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Impulse-based dynamic simulation
WAFR Proceedings of the workshop on Algorithmic foundations of robotics
Computer modelling of fallen snow
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Realistic animation of rigid bodies
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
A Fast Impulsive Contact Suite for Rigid Body Simulation
IEEE Transactions on Visualization and Computer Graphics
Fast frictional dynamics for rigid bodies
ACM SIGGRAPH 2005 Papers
Velocity-based shock propagation for multibody dynamics animation
ACM Transactions on Graphics (TOG)
A Fast and Stable Penalty Method for Rigid Body Simulation
IEEE Transactions on Visualization and Computer Graphics
Staggered projections for frictional contact in multibody systems
ACM SIGGRAPH Asia 2008 papers
Statistical simulation of rigid bodies
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM SIGGRAPH 2011 papers
Mass splitting for jitter-free parallel rigid body simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Granular material deposition for simulation and texturing
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Automated constraint placement to maintain pile shape
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Believability in simplifications of large scale physically based simulation
Proceedings of the ACM Symposium on Applied Perception
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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.