We describe a fast method for creating physically based animation of non-rigid objects. Rapid simulation of nonrigid behavior is based on global deformations. Constraints are used to connect non-rigid pieces to each other, forming complex models. Constraints also provide motion control, allowing model points to be movedaccurately along specified trajectories. The use of deformations that are linear in the state of the system causes the constraint matrices to be constant. Pre-invertingthese matrices therefore yields an enormous benefit in performance, allowing reasonably complex models to be manipulated at interactive speed. Keywords -- Constraints, Simulation, Animation
Andrew P. Witkin, William Welch