This article presents a new method to achieve heterogeneous physical simulation, within the same global system, of both deformable and rigid-bodies objects, whatever their intrinsic nature. The proposed approach combines several mechanical formalisms in the same system and offers a common constraint management via Lagrange multipliers. This allows the simulation of a wide variety of models, including deformable and rigid parts linked by constraints. Some applications of this approach are presented to show its effectiveness.
Index Terms:
Physically-based animation, Lagrange multipliers, Constraints, Rigid bodies, Deformable continuous models
Citation:
Julien Lenoir, Sylvère Fonteneau, "Mixing Deformable and Rigid-Body Mechanics Simulation," cgi, pp.327-334, Computer Graphics International 2004 (CGI'04), 2004