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There are two main descriptions of motion: dynamics and kinematics.Dynamics is general, since the momenta, forces and energy of the particles are taken into account. In this instance, sometimes the term dynamics refers to the differential equations that the system satisfies (e.g., Newton's second law or Euler–Lagrange equations), and sometimes to the solutions to those equations.
Snap, [6] or jounce, [2] is the fourth derivative of the position vector with respect to time, or the rate of change of the jerk with respect to time. [4] Equivalently, it is the second derivative of acceleration or the third derivative of velocity, and is defined by any of the following equivalent expressions: = ȷ = = =.
Since the velocity of the object is the derivative of the position graph, the area under the line in the velocity vs. time graph is the displacement of the object. (Velocity is on the y-axis and time on the x-axis. Multiplying the velocity by the time, the time cancels out, and only displacement remains.)
From this point of view the kinematics equations can be used in two different ways. The first called forward kinematics uses specified values for the joint parameters to compute the end-effector position and orientation. The second called inverse kinematics uses the position and orientation of the end-effector to compute the joint parameters ...
Linkages may be constructed from open chains, closed chains, or a combination of open and closed chains. Each link in a chain is connected by a joint to one or more other links. Thus, a kinematic chain can be modeled as a graph in which the links are paths and the joints are vertices, which is called a linkage graph.
Force-directed graph drawing algorithms assign forces among the set of edges and the set of nodes of a graph drawing.Typically, spring-like attractive forces based on Hooke's law are used to attract pairs of endpoints of the graph's edges towards each other, while simultaneously repulsive forces like those of electrically charged particles based on Coulomb's law are used to separate all pairs ...
Forward vs. inverse kinematics. In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain.
It refers to computing tools that help calculating the complex particle interactions as studied in high-energy physics, astroparticle physics and cosmology. The goal of the automation is to handle the full sequence of calculations in an automatic (programmed) way: from the Lagrangian expression describing the physics model up to the cross ...