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dc.contributor.authorLovrovic, Bojanen_US
dc.contributor.authorMihajlovic, Zeljkaen_US
dc.contributor.editorDiamanti, Olga and Vaxman, Amiren_US
dc.date.accessioned2018-04-14T18:32:43Z
dc.date.available2018-04-14T18:32:43Z
dc.date.issued2018
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20181031
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20181031
dc.description.abstractIn this paper, we propose a physically-based method for a rigid body joint simulation. The proposed solution is based on the unified particle physics engine, a simulator that uses only particles for all the dynamic bodies. Such engines are implemented on the GPU and they simulate fluids, rigid bodies or deform-able materials like cloth or ropes. To support more complex systems like skeletal simulation, we show a joint implementation that is intuitive and unique to this environment. Four types of joints will be shown, as well as the necessary details about the rigid body data structure. This will enable the construction of a popular method called ragdoll. Lastly, a performance measurement and a comparison with alternatives will be given.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectMassively parallel and high
dc.subjectperformance simulations
dc.subjectReal
dc.subjecttime simulation
dc.subjectInteractive simulation
dc.subjectPhysical simulation
dc.subjectCollision detection
dc.titleRigid Body Joints in Real-Time Unified Particle Physicsen_US
dc.description.seriesinformationEG 2018 - Short Papers
dc.description.sectionheadersAnimation and Simulation
dc.identifier.doi10.2312/egs.20181031
dc.identifier.pages5-8


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