This dissertation presents a number of related works in real-time physical animation, centered around the theme of constraint-based simulation. Methodsused for real-time simulation of deformable bodies tend to differ quite substantially from those used in offline simulation; we discuss the reasons for this and propose a new position-based finite element method that attempts to produce more realistic simulations with these methods. We also consider and adapt other methods to make them more suitable for game physics simulation. Finally, we adapt some concepts from deformable body simulation to define a deformable rod constraint between rigid bodies that allows us to represent the kinematics of the human spine using fewer degrees of freedom than required with a strictly joint-based model.
|Date of Award||22 Feb 2016|
|Supervisor||Philip Willis (Supervisor)|