An Introduction to Physics-based Animation

dc.contributor.authorBargteil, Adam
dc.contributor.authorShinar, Tamar
dc.date.accessioned2019-09-03T14:17:23Z
dc.date.available2019-09-03T14:17:23Z
dc.date.issued2018-08-12
dc.description.abstractPhysics-based animation has emerged as a core area of computer graphics finding widespread application in the film and video game industries as well as in areas such as virtual surgery, virtual reality, and training simulations. This course introduces students and practitioners to fundamental concepts in physics-based animation, placing an emphasis on breadth of coverage and providing a foundation for pursuing more advanced topics and current research in the area. The course focuses on imparting practical knowledge and intuitive understanding rather than providing detailed derivations of the underlying mathematics. The course is suitable for someone with no background in physics-based animation—the only prerequisites are basic calculus, linear algebra, and introductory physics. We begin with a simple, and complete, example of a mass-spring system, introducing the principles behind physics-based animation: mathematical modeling and numerical integration. From there, we systematically present the mathematical models commonly used in physics-based animation beginning with Newton’s laws of motion and conservation of mass, momentum, and energy. We then describe the underlying physical and mathematical models for animating rigid bodies, soft bodies, and fluids. Then we describe how these continuous models are discretized in space and time, covering Lagrangian and Eulerian formulations, spatial discretizations and interpolation, and explicit and implicit time integration. In the final section, we discuss commonly used constraint formulations and solution methods.en_US
dc.description.urihttps://dl.acm.org/citation.cfm?id=3214849en_US
dc.format.extent57 pagesen_US
dc.genreconference papers and proceedingsen_US
dc.genrepresentations (communicative events)
dc.genrecomputer programs
dc.identifierdoi:10.13016/m2posf-vwsn
dc.identifier.citationAdam Bargteil, Tamar Shinar, An Introduction to Physics-based Animation, Proceeding SIGGRAPH '18 ACM SIGGRAPH 2018 Courses, Article No. 6, https://doi.org/10.1145/3214834.3214849en_US
dc.identifier.urihttps://doi.org/10.1145/3214834.3214849
dc.identifier.urihttp://hdl.handle.net/11603/14441
dc.language.isoen_USen_US
dc.publisherACMen_US
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department Collection
dc.rightsThis item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author.
dc.subjectDynamics/Simulationen_US
dc.subjectAnimationen_US
dc.subjectComputing methodologiesen_US
dc.subjectSimulation by animationen_US
dc.subjectPhysical simulationen_US
dc.subjectUMBC Computer Animation Laben_US
dc.titleAn Introduction to Physics-based Animationen_US
dc.typeTexten_US

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