Solving ordinary differential equations I (2nd revised. ed.): nonstiff problems
Solving ordinary differential equations I (2nd revised. ed.): nonstiff problems
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive animation of structured deformable objects
Proceedings of the 1999 conference on Graphics interface '99
Interactive Simulation of Solid Rigid Bodies
IEEE Computer Graphics and Applications
Implementing Fast Cloth Simulation with Collision Response
CGI '00 Proceedings of the International Conference on Computer Graphics
A constraint-based god-object method for haptic display
IROS '95 Proceedings of the International Conference on Intelligent Robots and Systems-Volume 3 - Volume 3
Geometrically exact dynamic splines
Computer-Aided Design
A physically-based virtual environment dedicated to surgical simulation
IS4TM'03 Proceedings of the 2003 international conference on Surgery simulation and soft tissue modeling
A novel physics-based interaction model for free document layout
Proceedings of the 11th ACM symposium on Document engineering
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The use of physics is a way to improve realism in Virtual Reality. In order to calculate virtual objects movement in a real-time physically based simulation, you have to solve ODE (Ordinary Differential Equations) relative to time. This solution has to be fast enough to display the scene at an interactive rate or to control an haptic device and to be as reliable as possible.We show that the use of the Euler implicit method is possible in a real-time environment. This one offers control about stability and thus has a good behaviour with stiff ODE, which are hard to solve. For this purpose, we propose to solve the non-linear system from Euler's integration in a way less costly than usual Newton like techniques by applying Broyden's method.