Abstract
In standard physically based simulations, rigid bodies movement is handled by stepping systems forward in time with properties such as the objects bounce and resisting force due to friction calculated as it progresses. What is discussed here is a system for time-stepping objects backwards in time accounting for variable friction while taking into account a user preferred direction speed and height. This work is based on previous backward stepping research and simulation [Twigg and James 2008], in which many of the problems associated with a reverse time flow simulation is discovered and an optimal solution is discussed. The implementation and exploration of this solution was the main goal of this project. This project was conducted in c++ using and altering the Open Dynamics Engine.
[Twigg and James 2008] TWIGG, C. D., AND JAMES, D. L. 2008. Backward steps in rigid
body simulation. ACM Trans. Graph. 27, 3, 1–10.
body simulation. ACM Trans. Graph. 27, 3, 1–10.
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