scholarly journals Physically Based Real-Time Simulation Of An Automation Plant

Author(s):  
Stefan Rilling ◽  
Gerit Lochmann
2005 ◽  
Vol 21 (8-10) ◽  
pp. 727-734 ◽  
Author(s):  
Y.Q. Liu ◽  
H.B. Zhu ◽  
X.H. Liu ◽  
E.H. Wu

2013 ◽  
Vol 373-375 ◽  
pp. 395-399
Author(s):  
Pei Yu Qin ◽  
Li Guo ◽  
Zhi Li Hu

A physically based approach for simulating fluid movement is proposed. Realistic animation and real time simulation are two objectives. Traditional animation technique can obtain virtual movement, but it has difficulty for realistic movement. Compared with the traditional animation technique, physically based animation can represent realistic movement better. The incompressible Navier-Stokes equations are used in our model, and the operator splitting method including semi-Lagrangian scheme and fast Fourier transform is employed to split the model into external force term, advection term, diffusion term and projection term. Every step is stable , so the whole process is also stable. Thus, the big time step can be taken to ensure real time simulation. Compared with the traditional technique, this method can be taken for realistic animation and real time simulation of fluid movement in computer graphics applications.


2010 ◽  
Vol 108-111 ◽  
pp. 753-758 ◽  
Author(s):  
Yang Liu

In this paper, a framework of 3D Real-time Garment Simulation System for character animation is presented .For the problem of computational efficiency and stability for cloth physical modeling, we proposed a cloth mass-spring model based on constraint. Take geometry sphere and cylinder as example to explaining the whole strategy which used to dealing with cloth deformable bodies colliding with environment object. We described the procedure of physically based simulation, and illustrated the result and analysis of the experiment. By using the technique of parameterized human body modelling, virtual try-on was realized with the different shape of virtual character. Finally, integrating the techniques of character animation, physically based cloth simulation and non-precise deformable object collision handling, we create the real-time simulation animation of virtual character.


1997 ◽  
Vol 21 (1-2) ◽  
pp. S1111-S1115
Author(s):  
P Lundstrøm

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