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'''Featherstone's algorithm''' is a technique used for computing the effects of forces applied to a structure of joints and links (an "open [[kinematic chain]]") such as a [[skeleton]] used in [[ragdoll physics]].
The Featherstone's algorithm uses a reduced coordinate representation. This is in contrast to the more popular [[Lagrange multiplier method]], which uses maximal coordinates. [https://people.eecs.berkeley.edu/~jfc/mirtich/thesis/mirtichThesis.pdf Brian Mirtich's PhD Thesis] has a very clear and detailed description of the algorithm. Baraff's paper [https://www.cs.cmu.edu/~baraff/papers/index.html "Linear-time dynamics using Lagrange multipliers"] has a discussion and comparison of both [[algorithm]]s.
==External links==▼
*[http://www.kuffner.org/james/software/index.html Source code for implementation of Featherstone's algorithm]▼
==References==
* {{cite book | first=
▲==External links==
* [https://github.com/bulletphysics/bullet3/tree/master/src/BulletDynamics/Featherstone Featherstone Multibody in Bullet Physics engine]
*[http://physsim.sourceforge.net Featherstone's algorithm implementation in the Moby rigid body dynamics simulator]
▲*[http://www.kuffner.org/james/software/
*[http://www.thyrix.com/documentation/featherstone_method.php Description and references]
*[http://www.kuffner.org/james/software/dynamics/mirtich/ Mirtich's Thesis]
*[https://www.cs.cmu.edu/~baraff/papers/index.html Baraff's Lagrange multiplier method]
*[http://royfeatherstone.org Roy Featherstone's home page]
[[Category:Mechanics]]
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[[Category:Computer physics engines]]
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