000 03909nam a22003735i 4500
001 286427
003 MX-SnUAN
005 20160429154500.0
007 cr nn 008mamaa
008 150903s2013 xxk| o |||| 0|eng d
020 _a9781447144175
_99781447144175
024 7 _a10.1007/9781447144175
_2doi
035 _avtls000339813
039 9 _a201509030319
_bVLOAD
_c201404300405
_dVLOAD
_y201402060944
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aQA76.9.C65
100 1 _aCoutinho, Murilo G.
_eautor
_9315036
245 1 0 _aGuide to Dynamic Simulations of Rigid Bodies and Particle Systems /
_cby Murilo G. Coutinho.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2013.
300 _axiv, 399 páginas 170 ilustraciones
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
490 0 _aSimulation Foundations, Methods and Applications,
_x2195-2817
500 _aSpringer eBooks
505 0 _aDynamic Simulations -- Hierarchical Representation of 3D Polyhedra -- Particle Systems -- Rigid-Body Systems -- Articulated Rigid-Body Systems -- Useful 3D Geometric Constructions -- Numerical Solution of Ordinary Differential Equations of Motion Quaternions -- Rigid-Body Mass Properties -- Useful Time Derivatives -- Convex Decomposition of 3D Polyhedra -- Constructing Signed Distance Fields for 3D Polyhedra -- Conservative Time Advancement for Convex Objects -- The Linear-Complementarity Problem.
520 _aPhysically based modeling is widely used within the fields of computer graphics and mechanical engineering for complex systems that are difficult to analyze using conventional mechanics theory. This book presents a comprehensive introduction to the techniques needed to produce realistic simulations and animations of particle and rigid-body systems. The book focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic-simulation engines. Opening with an overview of the independent modules constituting a simulation engine, the text then provides detailed explanations for each technique, with more complex mathematical algorithms and associated implementations included in the second part of the book. Each chapter examines numerous algorithms, describing their design and analysis in an accessible manner, without sacrificing depth of coverage or mathematical rigor. Topics and features: Examines the problem of computing an hierarchical representation of the geometric description of each simulated object, as well as the simulated world Discusses the use of discrete and continuous collision detection to handle thin or fast-moving objects, including a derivation of the conservative time advancement algorithm Describes the computational techniques needed for determining all impulsive and contact forces between bodies with multiple simultaneous collisions and contacts Presents techniques that can be used to dynamically simulate articulated rigid bodies Concludes each chapter with exercises, ranging from issues of algorithm enhancements to alternative approaches that complement the algorithms discussed in the book Practical and easy-to-follow, this hands-on guide/reference is essential reading for software developers involved in computer graphics, computer animation, and computer-aided mechanical design and modeling.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781447144168
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4471-4417-5
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c286427
_d286427