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Harald Schmidl

dblp:92/2152 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2004
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
rigid body simulation
0.122004
A Fast Impulsive Contact Suite for Rigid Body Simulation · IEEE Trans. Vis. Comput. Graph. 2004
Optimization-based animation · SIGGRAPH 2001
Computer animation and physical simulation › collision handling
contact resolution
0.012004
A Fast Impulsive Contact Suite for Rigid Body Simulation · IEEE Trans. Vis. Comput. Graph. 2004
Computer animation and physical simulation
coulomb friction
0.012004
A Fast Impulsive Contact Suite for Rigid Body Simulation · IEEE Trans. Vis. Comput. Graph. 2004
Computer animation and physical simulation › contact simulation
frictional contact
0.012001
Optimization-based animation · SIGGRAPH 2001

Methods — techniques the papers use, named apart from their topics

quadratic programming · 0.1sequential collision resolution · 0.0retroactive detection · 0.0optimization-based animation · 0.0
YearPublicationVenuePosition
2004 Geometry-driven physical interaction between avatars and virtual environments
abstract
Abstract We present an interactive technique on virtual contact handling for avatars in virtual environments using geometry‐driven physics. 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 then used to resolve overlap between the avatar and the virtual environment. 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. Copyright © 2004 John Wiley & Sons, Ltd.
Harald Schmidl, Ming C. Lin
Comput. Animat. Virtual Worlds1
2004 A Fast Impulsive Contact Suite for Rigid Body Simulation
abstract
A suite of algorithms is presented for contact resolution in rigid body simulation under the Coulomb friction model: Given a set of rigid bodies with many contacts among them, resolve dynamic contacts (collisions) and static (persistent) contacts. The suite consists of four algorithms: 1) partial sequential collision resolution, 2) final resolution of collisions through the solution of a single convex QP (positive semidefinite quadratic program), 3) resolution of static contacts through the solution of a single convex QP, 4) freezing of "stationary" bodies. This suite can generate realistic-looking results for simple examples yet, for the first time, can also tractably resolve contacts for a simulation as large as 1,000 cubes in an "hourglass." Freezing speeds up this simulation by more than 25 times. Thanks to excellent commercial QP technology, the contact resolution suite is simple to implement and can be "plugged into" any simulation algorithm to provide fast and realistic-looking animations of rigid bodies.
Harald Schmidl, Victor J. Milenkovic
IEEE Trans. Vis. Comput. Graph.1
2001 Optimization-based animation
abstract
Current techniques for rigid body simulation run slowly on scenes with many bodies in close proximity. Each time two bodies collide or make or break a static contact, the simulator must interrupt the numerical integration of velocities and accelerations. Even for simple scenes, the number of discontinuities per frame time can rise to the millions. An efficient optimization-based animation (OBA) algorithm is presented which can simulate scenes with many convex three-dimensional bodies settling into stacks and other "crowded" arrangements. This algorithm simulates Newtonian (second order) physics and Coulomb friction, and it uses quadratic programming (QP) to calculate new positions, momenta and accelerations strictly at frame times. Contact points are synchronized at the end of each frame. The extremely small integration steps inherent to traditional simulation techniques are avoided. Non-convex bodies are simulated as unions of convex bodies. Links and joints are simulated successfully with bi-directional constraints. A hybrid of OBA and retroactive detection (RD) has been implemented as well. A review of existing work finds no other packages that can simulate similarly complex scenes in a practical amount of time.
Victor J. Milenkovic, Harald Schmidl
SIGGRAPH2