Project Proposal: Insect Extermination by Dynamic Simulation
Robert Copeland and Len Norton
1.1 Abstract.
Several techniques are employed in computer animation today to generate motion. Of particular interest to some is the use of physics to model the interaction of objects. This dynamic approach has the advantages that the motion produced is realistic (as it draws on fundamental mechanical laws) and requires little time on the animator's part compared to traditional hand animation techniques.
In this project we plan to generate an animation in which portions are physically based. Interactions between moving and colliding, rigid objects will be modelled algorithmically. This simulation will be done within the context of a complex Rube Goldberg device designed to destroy ants.
1.2 Implementation Details.
The motion code will be based on collision detection and collision response algorithms which account for forces applied to an object, its momentum and angular momentum, and mass. The device will be modelled in Alias, and then an Alias plugin will be utilized to generate motion using these algorithms.
References
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2 BARAFF, D. Coping with friction for non-penetrating rigid body simulation. In Computer Graphics (SIGGRAPH '91 Proceedings) (July 1991), T. W. Sederberg, Ed., vol. 25, pp. 31-40.
3 BARAFF, D. Fast contact force computation for nonpenetrating rigid bodies. In Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24-29, 1994) (July 1994), A. Glassner, Ed., Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, ACM Press, pp. 23-34. ISBN 0-89791-667-0.
4 HAHN, J. K. Realistic animation of rigid bodies. In Computer Graphics (SIGGRAPH '88 Proceedings) (Aug. 1988), J. Dill, Ed., vol. 22, pp. 299-308.
5 MOORE, M., AND WILHELMS, J. Collision detection and response for computer animation. In Computer Graphics (SIGGRAPH '88 Proceedings) (Aug. 1988), J. Dill, Ed., vol. 22, pp. 289-298.