The art to keep in touch: The ''good use'' of Lagrange multipliers

Abstract : Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There are several methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt. We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.
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Antoine Jonquet, Olivier Nocent, Yannick Rémion. The art to keep in touch: The ''good use'' of Lagrange multipliers. Journal of Virtual Reality and Broadcasting, Digital Peer Publishing NRW, 2008, 4. ⟨hal-01759578⟩

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