Abstract
Physics-based animation programs are useful in a variety of contexts, including science, engineering, education and entertainment. For example, in science, they are used to investigate the behavior of dynamical systems. In engineering, they are used to help design vehicles, machinery and other mechanical devices. In education, they are used to teach basic principles of physics. In entertainment, they are used in games involving cars, planes, spaceships and other moving objects. Such programs are usually constructed by hand, in conventional programming languages, such as C++, possibly augmented with a physics-based animation toolkit. Unfortunately, manual construction of physics-based animation programs is expensive, time-consuming and highly prone to error.
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References
Ellman, T.: Specification and Synthesis of Hybrid Automata for Physics-Based Animation. In: Proceedings of the 18th IEEE International Conference on Automated Software Engineering, Montreal, Canada (2003)
Ellman, T., Deak, R., Fotinatos, J.: Automated Synthesis of Numerical Programs for Simulation of Rigid Mechanical Systems in Physics-Based Animation. Automated Software Engineering 10 (2003)
Van Der Schaft, A., Schumacher, H.: An Introduction to Hybrid Dynamical Systems. Lecture Notes in Control and Information Sciences, vol. 251. Springer, Heidelberg (2000)
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Ellman, T. (2004). Specification and Synthesis of Hybrid Automata for Physics-Based Animation. In: Bruynooghe, M. (eds) Logic Based Program Synthesis and Transformation. LOPSTR 2003. Lecture Notes in Computer Science, vol 3018. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-25938-1_4
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DOI: https://doi.org/10.1007/978-3-540-25938-1_4
Publisher Name: Springer, Berlin, Heidelberg
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