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Interactive skeleton-driven simulation (or Interactive skeleton-driven dynamic deformations) is a scientific computer simulation technique used to approximate realistic physical deformations of dynamic bodies in real-time. It involves using elastic dynamics and mathematical optimizations to decide the body-shapes during motion and interaction ...
The problem of compatibility in continuum mechanics involves the determination of allowable single-valued continuous fields on simply connected bodies. More precisely, the problem may be stated in the following manner. [5] Figure 1. Motion of a continuum body. Consider the deformation of a body shown in Figure 1.
Since energy is a scalar quantity, these relationships provide convenient and alternative means for formulating the governing equations of deformable bodies in solid mechanics. They can also be used for obtaining approximate solutions of fairly complex systems, bypassing the difficult task of solving the set of governing partial differential ...
In fluid dynamics and elasticity, hydroelasticity or flexible fluid-structure interaction (FSI), is a branch of science which is concerned with the motion of deformable bodies through liquids. The theory of hydroelasticity has been adapted from aeroelasticity, to describe the effect of structural response of the body on the fluid around it.
Rigs of Rods (RoR) is a free and open source [1] vehicle-simulation game which uses soft-body physics to simulate the motion destruction and deformation of vehicles. The game uses a soft-body physics engine to simulate a network of interconnected nodes (forming the chassis and the wheels) and gives the ability to simulate deformable objects.
Deformable body. Add languages. Add links ... Upload file; Special pages; ... Download QR code; Print/export Download as PDF; Printable version; From Wikipedia, the ...
In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces.The assumption that the bodies are rigid (i.e. they do not deform under the action of applied forces) simplifies analysis, by reducing the parameters that describe the configuration of the system to the translation and rotation of reference ...
Deformation can also be handled by a traditional rigid-body physics engine, modeling the soft-body motion using a network of multiple rigid bodies connected by constraints, and using (for example) matrix-palette skinning to generate a surface mesh for rendering. This is the approach used for deformable objects in Havok Destruction. [20]