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ThingWorld: A multibody simulation system with low computational complexity

  • Alex P. Pentland
Visualization Techniques
Part of the Lecture Notes in Computer Science book series (LNCS, volume 492)

Abstract

The ability to simulate complex physical situations in near-real-time is a critical element of many engineering and robotics applications. Unfortunately the computation cost of standard physical simulation methods increases rapidly as the situation becomes more complex. The result is that even when using the fastest supercomputers we are still able to interactively simulate only small, toy worlds. To solve this problem I have proposed changing the way we represent and simulate physics in order to reduce the computational complexity of physical simulation, thus making possible interactive simulation of complex situations. A prototype system, called ThingWorld, that makes use of these new representations has been implemented for UNIX computer systems and has demonstrated O(n) computational complexity (linear scaling of computational cost with increasing model complexity) for multibody dynamic simulations.

Keywords

Nodal Point Constraint Satisfaction Collision Detection Storage Location Physical Simulation 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 1991

Authors and Affiliations

  • Alex P. Pentland
    • 1
  1. 1.Vision and Modeling Group, Room E15-387, The Media LabMassachusetts Institute of TechnologyCambridge

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