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Dynamic Simulations of Multibody Systems
 
 

Dynamic Simulations of Multibody Systems (Hardcover)

by Murilo G. Coutinho (Author) " ..." (more)
2.5 out of 5 stars  See all reviews (2 customer reviews)
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Product details

  • Hardcover: 379 pages
  • Publisher: Springer (1 Jul 2001)
  • Language English
  • ISBN-10: 038795192X
  • ISBN-13: 978-0387951928
  • Product Dimensions: 23.6 x 15.6 x 2.2 cm
  • Average Customer Review: 2.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon.co.uk Sales Rank: 851,565 in Books (See Bestsellers in Books)
  • See Complete Table of Contents

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Product Description

Product Description

This book is a comprehensive introduction to the techniques needed to produce realistic simulations and animations of particle and rigid body systems. It focuses on both the theoretical and practical aspects of developing and implementing physically-based dynamic simulation engines that can be used to generate convincing animations of physical events involving particles and rigid bodies, such as a jet flow of water pushing dry flowers away on a patio. It can also be used to produce accurate simulations of mechanical systems, such as a robotic parts feeder where parts are dropped on a conveyer belt and are positioned and aligned as they hit fences strategically placed on the conveyer and used to align the parts to a specific orientation. The book was written for computer graphics, computer animation, computer-aided mechanical design, and modeling software developers that want to learn and incorporate physically-based dynamic simulation features in their own systems. All mathematical algorithms and implementations are described in detail in the appendices.

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2.5 out of 5 stars (2 customer reviews)
 
 
 
 
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2 of 4 people found the following review helpful:
1.0 out of 5 stars Criticaly flawed, 10 Mar 2004
I don't usually write reviews but I was so disapointed with this book I feel compelled to warn other potential buyers. At such a huge asking price I was expecting 'the' definitive guide to real time dynamic simulation, however this book is far from it. The range of techniques covered is very limited giving any new comers to the art very little scope. Also the implementation of many of his methods are very naive leading to slow and inefficient code. However the most serious complaint I have is the enormous amount of mathematical errors. All of his methods I implemented directly from the book didn't work until I went through them line by line with pen and paper correcting his mistakes, of which there were several on every page. Not even the core geometry on which many of the later methods were based was correct. I get the impression all his information has been copied from unreliable resources without any checking.
Final word: If your a beginner this book will confuse more than help. If your an experienced physics programmer this book won't contain anything you can't already do better.
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4.0 out of 5 stars Really good book for Physics programmers, 14 Sep 2009
Great book to have if you are writing a realtime physics engine! Covers pretty much every topic you might need - particle and rigid body dynamics, hierarchical representation of collision primitives, intersection testing, contact generation, collision response, and even articulated rigid body systems. As a beginner, trawling through the work of Mirtich, Baraff, Featherstone et al and struggling to understand LCP etc can be daunting - this book does a great job of bringing a lot of that information together in one place.

Much more useful than Eberley's famous book on Game Physics.

Much more comprehensive and rigorous than "Game Physics Engine Development" by Millington

Lastly - no idea what motorherp is on about...
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