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Impulse-based dynamic simulation in linear time


Jan Bender
Computer Animation and Virtual Worlds
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This paper describes an impulse-based dynamic simulation method for articulated bodies which has a linear time complexity. Existing linear-time methods are either based on a reduced-coordinate formulation or on Lagrange multipliers. The impulse-based simulation has advantages over these well-known methods. Unlike reduced-coordinate methods, it handles nonholonomic constraints like velocity-dependent ones and is very easy to implement. In contrast to Lagrange multiplier methods the impulse-based approach has no drift problem and an additional stabilisation is not necessary. The presented method computes a simulation step in O(n) time for acyclic multi-body systems containing equality constraints. Closed kinematic chains can be handled by dividing the model into different acyclic parts. Each of these parts is solved independently from each other. The dependencies between the single parts are solved by an iterative method. In the same way inequality constraints can be integrated in the simulation process in order to handle collisions and permanent contacts with dynamic and static friction.

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@article{Bender07,
author = {Jan Bender},
title = {Impulse-based dynamic simulation in linear time},
journal = {Computer Animation and Virtual Worlds},
volume = {18},
number = {4-5},
year = {2007},
issn = {1546-4261},
pages = {225--233},
doi = {http://dx.doi.org/10.1002/cav.v18:4/5},
publisher = {John Wiley and Sons Ltd.},
address = {Chichester, UK, UK},
}




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