Real-time Physically-based Interaction between Avatars and Virtual Environments
نویسندگان
چکیده
We present an interactive technique on virtual contact handling for avatars in virtual environments using XXX. If a contact has occurred between an articulated avatar and a virtual environment, the global penetration depth and contact points are estimated based on a fast local penetration depth computation for decomposed convex pieces. The penetration depth and contact information are used for geometric overlap avoidance between objects. If applicable, joint angles for an articulated body are computed using an inverse kinematics approach based on cyclic coordinate descent. Resulting dynamic response with friction is modeled with impulse-based dynamics under the Coulomb friction law. We demonstrate the algorithm on a modestly complex virtual environment. The resulting system is able to maintain an interactive frame rate of 30-60 Hz.
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