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Abstract

rigid body simulation; simultaneous impact; multiple impact; collision resolution; coefficient of restitution; Poisson restitution; Newton restitution; Coulomb friction; projected Gauss-Seidel; linear complementarity; impact propagation; shock propagation; time of impact; conservative advancement; continuous collision detection; event-driven simulation; inertial target; vertex block descent; AVBD; piles; stacks; real-time physics; video games; virtual reality; robotics; granular matter

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This work is licensed under a Creative Commons Attribution 4.0 License.

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