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
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