WEKO3
インデックスリンク
アイテム
{"_buckets": {"deposit": "0404b2c1-892c-41fc-ad0e-6d4be459a1f7"}, "_deposit": {"created_by": 3, "id": "10201", "owners": [3], "pid": {"revision_id": 0, "type": "depid", "value": "10201"}, "status": "published"}, "_oai": {"id": "oai:iwate-u.repo.nii.ac.jp:00010201", "sets": ["1519"]}, "author_link": ["63160", "63159", "63163", "63162", "63164", "63161"], "item_16_alternative_title_23": {"attribute_name": "その他のタイトル", "attribute_value_mlt": [{"subitem_alternative_title": "A PEM-based Simulation Technique for Animating Collapse"}]}, "item_16_biblio_info_7": {"attribute_name": "書誌情報", "attribute_value_mlt": [{"bibliographicIssueDates": {"bibliographicIssueDate": "2003-09-25", "bibliographicIssueDateType": "Issued"}, "bibliographicIssueNumber": "3", "bibliographicPageEnd": "86", "bibliographicPageStart": "85", "bibliographicVolumeNumber": "2", "bibliographic_titles": [{"bibliographic_title": "芸術科学会論文誌"}]}]}, "item_16_date_6": {"attribute_name": "登録日", "attribute_value_mlt": [{"subitem_date_issued_datetime": "2013-01-16"}]}, "item_16_description_12": {"attribute_name": "Abstract", "attribute_value_mlt": [{"subitem_description": "倒壊・崩壊による瓦礫の落下運動ように,相互作用しながら複雑な運動をする多数の物体のアニメーションを生成するためには,その運動の物理シミュレーションによるのが効率的である.本研究では原理が解り易くインプリメントし易い多面体の運動シミュレーション法の開発を目的とし,粒子要素法における,法線方向とせん断方向にフォークトモデルを用いたペナルティ法を多面体に拡張し,衝突,接触,摩擦力を統一的に扱うことができる手法を開発した.", "subitem_description_type": "Other"}, {"subitem_description": "Moving objects colliding with one another, such as falling rubble in collapse phenomena, cause complicated motions. In order to effectively produce animations of such objects in computer graphics, a physically-based simulation method is usable and often used.Our aim is to develop a rigid body dynamics simulation method which is simple to understand and easy to implement.In this paper, we propose a method developed by implementing the penalty method that was realized in Particle-Element-Method by assigning Voigt model to both normal-direction and tangential-direction of a particle-sphere, so as to be suitable for three-dimensional polygonal models. Thus we can solve collision, contact, and frictional force in a uniform manner.", "subitem_description_type": "Other"}]}, "item_16_full_name_3": {"attribute_name": "著者別名", "attribute_value_mlt": [{"nameIdentifiers": [{"nameIdentifier": "63162", "nameIdentifierScheme": "WEKO"}], "names": [{"name": "NAKANO, Masao"}]}, {"nameIdentifiers": [{"nameIdentifier": "63163", "nameIdentifierScheme": "WEKO"}], "names": [{"name": "FUJIMOTO, Tadahiro"}]}, {"nameIdentifiers": [{"nameIdentifier": "63164", "nameIdentifierScheme": "WEKO"}], "names": [{"name": "CHIBA, Norishige"}]}]}, "item_16_publisher_14": {"attribute_name": "出版者", "attribute_value_mlt": [{"subitem_publisher": "芸術科学会"}]}, "item_16_source_id_9": {"attribute_name": "ISSN", "attribute_value_mlt": [{"subitem_source_identifier": "1347-2267", "subitem_source_identifier_type": "ISSN"}]}, "item_16_text_4": {"attribute_name": "著者(機関)", "attribute_value_mlt": [{"subitem_text_value": "岩手大学"}]}, "item_16_version_type_27": {"attribute_name": "著者版フラグ", "attribute_value_mlt": [{"subitem_version_resource": "http://purl.org/coar/version/c_970fb48d4fbd8a85", "subitem_version_type": "VoR"}]}, "item_creator": {"attribute_name": "著者", "attribute_type": "creator", "attribute_value_mlt": [{"creatorNames": [{"creatorName": "中野, 誠士"}], "nameIdentifiers": [{"nameIdentifier": "63159", "nameIdentifierScheme": "WEKO"}]}, {"creatorNames": [{"creatorName": "藤本, 忠博"}], "nameIdentifiers": [{"nameIdentifier": "63160", "nameIdentifierScheme": "WEKO"}]}, {"creatorNames": [{"creatorName": "千葉, 則茂"}], "nameIdentifiers": [{"nameIdentifier": "63161", "nameIdentifierScheme": "WEKO"}]}]}, "item_files": {"attribute_name": "ファイル情報", "attribute_type": "file", "attribute_value_mlt": [{"accessrole": "open_date", "date": [{"dateType": "Available", "dateValue": "2016-11-14"}], "displaytype": "detail", "download_preview_message": "", "file_order": 0, "filename": "jsas-v2n3p85-86.pdf", "filesize": [{"value": "54.7 kB"}], "format": "application/pdf", "future_date_message": "", "is_thumbnail": false, "licensetype": "license_free", "mimetype": "application/pdf", "size": 54700.0, "url": {"label": "jsas-v2n3p85-86.pdf", "url": "https://iwate-u.repo.nii.ac.jp/record/10201/files/jsas-v2n3p85-86.pdf"}, "version_id": "3a688d55-f3ae-49a0-a691-6e00a3032b25"}]}, "item_keyword": {"attribute_name": "キーワード", "attribute_value_mlt": [{"subitem_subject": "剛体", "subitem_subject_scheme": "Other"}, {"subitem_subject": "運動", "subitem_subject_scheme": "Other"}, {"subitem_subject": "多面体", "subitem_subject_scheme": "Other"}, {"subitem_subject": "物理シミュレーション", "subitem_subject_scheme": "Other"}, {"subitem_subject": "粒子要素法", "subitem_subject_scheme": "Other"}, {"subitem_subject": "ペナルティ法", "subitem_subject_scheme": "Other"}, {"subitem_subject": "rigid-body", "subitem_subject_scheme": "Other"}, {"subitem_subject": "motion", "subitem_subject_scheme": "Other"}, {"subitem_subject": "polyhedron", "subitem_subject_scheme": "Other"}, {"subitem_subject": "physically-based simulation", "subitem_subject_scheme": "Other"}, {"subitem_subject": "particle element method", "subitem_subject_scheme": "Other"}, {"subitem_subject": "penalty method", "subitem_subject_scheme": "Other"}]}, "item_language": {"attribute_name": "言語", "attribute_value_mlt": [{"subitem_language": "jpn"}]}, "item_resource_type": {"attribute_name": "資源タイプ", "attribute_value_mlt": [{"resourcetype": "journal article", "resourceuri": "http://purl.org/coar/resource_type/c_6501"}]}, "item_title": "倒壊・崩壊のアニメーション生成のための粒子要素法的シミュレーション手法", "item_titles": {"attribute_name": "タイトル", "attribute_value_mlt": [{"subitem_title": "倒壊・崩壊のアニメーション生成のための粒子要素法的シミュレーション手法"}]}, "item_type_id": "16", "owner": "3", "path": ["1519"], "permalink_uri": "https://iwate-u.repo.nii.ac.jp/records/10201", "pubdate": {"attribute_name": "公開日", "attribute_value": "2013-01-16"}, "publish_date": "2013-01-16", "publish_status": "0", "recid": "10201", "relation": {}, "relation_version_is_last": true, "title": ["倒壊・崩壊のアニメーション生成のための粒子要素法的シミュレーション手法"], "weko_shared_id": -1}
倒壊・崩壊のアニメーション生成のための粒子要素法的シミュレーション手法
https://iwate-u.repo.nii.ac.jp/records/10201
https://iwate-u.repo.nii.ac.jp/records/10201e38af8b7-9b66-484f-b16e-5643cd4ef451
名前 / ファイル | ライセンス | アクション |
---|---|---|
jsas-v2n3p85-86.pdf (54.7 kB)
|
|
Item type | 学術雑誌論文 / Journal Article(1) | |||||
---|---|---|---|---|---|---|
公開日 | 2013-01-16 | |||||
タイトル | ||||||
タイトル | 倒壊・崩壊のアニメーション生成のための粒子要素法的シミュレーション手法 | |||||
言語 | ||||||
言語 | jpn | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 剛体 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 運動 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 多面体 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 物理シミュレーション | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 粒子要素法 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | ペナルティ法 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | rigid-body | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | motion | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | polyhedron | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | physically-based simulation | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | particle element method | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | penalty method | |||||
資源タイプ | ||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||
資源タイプ | journal article | |||||
著者 |
中野, 誠士
× 中野, 誠士× 藤本, 忠博× 千葉, 則茂 |
|||||
著者別名 | ||||||
姓名 | NAKANO, Masao | |||||
著者別名 | ||||||
姓名 | FUJIMOTO, Tadahiro | |||||
著者別名 | ||||||
姓名 | CHIBA, Norishige | |||||
著者(機関) | ||||||
岩手大学 | ||||||
登録日 | ||||||
日付 | 2013-01-16 | |||||
書誌情報 |
芸術科学会論文誌 巻 2, 号 3, p. 85-86, 発行日 2003-09-25 |
|||||
ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | 1347-2267 | |||||
Abstract | ||||||
内容記述タイプ | Other | |||||
内容記述 | 倒壊・崩壊による瓦礫の落下運動ように,相互作用しながら複雑な運動をする多数の物体のアニメーションを生成するためには,その運動の物理シミュレーションによるのが効率的である.本研究では原理が解り易くインプリメントし易い多面体の運動シミュレーション法の開発を目的とし,粒子要素法における,法線方向とせん断方向にフォークトモデルを用いたペナルティ法を多面体に拡張し,衝突,接触,摩擦力を統一的に扱うことができる手法を開発した. | |||||
Abstract | ||||||
内容記述タイプ | Other | |||||
内容記述 | Moving objects colliding with one another, such as falling rubble in collapse phenomena, cause complicated motions. In order to effectively produce animations of such objects in computer graphics, a physically-based simulation method is usable and often used.Our aim is to develop a rigid body dynamics simulation method which is simple to understand and easy to implement.In this paper, we propose a method developed by implementing the penalty method that was realized in Particle-Element-Method by assigning Voigt model to both normal-direction and tangential-direction of a particle-sphere, so as to be suitable for three-dimensional polygonal models. Thus we can solve collision, contact, and frictional force in a uniform manner. | |||||
出版者 | ||||||
出版者 | 芸術科学会 | |||||
その他のタイトル | ||||||
その他のタイトル | A PEM-based Simulation Technique for Animating Collapse | |||||
著者版フラグ | ||||||
出版タイプ | VoR | |||||
出版タイプResource | http://purl.org/coar/version/c_970fb48d4fbd8a85 |