• DocumentCode
    2608438
  • Title

    Modeling moment of inertia for virtual interactive environments

  • Author

    Delannoy, Jean-Christian ; Petriu, Emil M.

  • Author_Institution
    Sch. of Inf. Technol. & Eng., Ottawa Univ., Ont., Canada
  • fYear
    2004
  • fDate
    12-14 July 2004
  • Firstpage
    142
  • Lastpage
    146
  • Abstract
    Virtual environments have begun using algorithms to model the world around us more accurately by accounting for the mechanical behaviors and properties of objects. Amongst the properties for modeling objects which are used are the moment of inertia, the mass and the center of mass. Many simulators make use of a scalar value for the moment of inertia even though this technique does not accurately represent the anisotropic properties of angular inertia. This paper presents a technique for using an inertia tensor matrix when calculating angular accelerations in virtual environments.
  • Keywords
    angular velocity; digital simulation; physics computing; virtual reality; angular accelerations; angular inertia; anisotropic properties; center of mass; inertia tensor matrix; mechanical behaviors; moment of inertia; object modeling; object properties; physics simulation; virtual environment modeling; virtual interactive environments; Acceleration; Application software; Computational modeling; Computer aided manufacturing; Computer graphics; Information technology; Physics; Tensile stress; Virtual environment; Virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2004. (VECIMS). 2004 IEEE Symposium on
  • Print_ISBN
    0-7803-8339-7
  • Type

    conf

  • DOI
    10.1109/VECIMS.2004.1397205
  • Filename
    1397205