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Danny
M. Kaufman, Shinjiro
Sueda, Doug L. James,
and Dinesh K.
Pai, Staggered Projections for Frictional Contact in
Multibody Systems, ACM
Transactions on Graphics (SIGGRAPH Asia 2008), 27(5), December
2008, pp. 164:1-164:11.
ABSTRACT:
We present a new discrete velocity-level
formulation of frictional contact dynamics that reduces to a pair of
coupled projections and introduce a simple fixed-point property of this
coupled system. This allows us to construct a novel algorithm for
accurate frictional contact resolution based on a simple staggered
sequence of projections. The algorithm accelerates performance using
warm starts to leverage the potentially high temporal coherence between
contact states and provides users with direct control over frictional
accuracy. Applying this algorithm to rigid and deformable systems, we
obtain robust and accurate simulations of frictional contact behavior
not previously possible, at rates suitable for interactive haptic
simulations, as well as large-scale animations. By construction, the
proposed algorithm guarantees exact, velocity-level contact constraint
enforcement and obtains long-term stable and robust integration.
Examples are given to illustrate the performance, plausibility and
accuracy of the obtained solutions.
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Danny
M. Kaufman, Shinjiro
Sueda,
and Dinesh K.
Pai, Contact Trees: Adaptive Contact Sampling for
Robust Dynamics, Technical
Sketches, SIGGRAPH 2007.
ABSTRACT:
Algorithms for rigid body dynamics with contact are well known, but
challenging to implement due to the interplay between large time steps,
general purpose collision detection packages and pragmatic
approximations of the underlying inequality constrained contact
problems. While research on rigid body simulation has focused heavily
both on contact resolution and collision detection, contact generation
has largely been ignored. Most contact resolution algorithms
presume that an ideal set of contacts, fully characterizing system
constraints, are available, while collision detection methods generally
presume that their task is finished once a set of intersecting
primitives has been identified. Bridging the gap between these domains,
by generating representative contact samples, contact point locations
and their associated normals, is crucial for the accuracy, robustness
and speed of simulation. We address these issues by developing an
adaptive contact generation approach that tightly integrates
hierarchical collision detection with the generation of well sampled
contact constraints.
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Danny
M. Kaufman and Dinesh K.
Pai, Randomized Quadratic Programming with Applications
to Rigid Body Contact, Technical Report, UBC, 2006.
ABSTRACT:
Motivated by applications in rigid body contact simulation we develop a
numerically robust, randomized Quadratic Programming algorithm. We show
that the resulting solver remains robust under highly constrained and
redundant conditions, while also detecting
infeasibility conditions. Its expected complexity is linear in the
number constraints imposed and our experiments show that it performs
well in practice for low-dimensional examples.
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Danny M. Kaufman, Timothy
Edmunds and Dinesh K.
Pai, Fast Frictional Dynamics for Rigid
Bodies, ACM
Transactions on Graphics (SIGGRAPH 2005), 24(3), August 2005, pp. 946-956.
ABSTRACT:
We describe an efficient algorithm for the simulation of large sets
of non-convex rigid bodies. The algorithm finds a simultaneous
solution for a multi-body system that is linear in the total number
of contacts detected in each iteration. We employ a novel contact
model that uses mass, location, and velocity information from
all contacts, at the moment of maximum compression, to constrain
rigid body velocities. We also develop a new friction model in the
configuration space of rigid bodies. These models are used to compute
the feasible velocity and the frictional response of each body.
Implementation is simple and leads to a fast rigid body simulator
that computes steps on the order of seconds for simulations involving
over one thousand non-convex objects in high contact configurations.
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Danny
M. Kaufman and Dinesh K.
Pai, Rapid Collision Dynamics for Multiple Contacts with
Friction, in Multi-Point Physical Interaction with Real and
Virtual Objects, Springer Tracts on Advanced Robotics,18,
Springer-Verlag, 2005, pp. 3-19.
ABSTRACT:
We examine the interaction of complex two-dimensional rigid bodies with
friction. Given their idealized description, many different feasible
solutions for frictional contact and collision are possible. The usual
assumptions of noninterpenetration and negligible deformation at the
global scale constrain contact behaviors, while incomplete descriptions
of material properties at the local scale allow for a large amount of
latitude in solution methods. We propose a method that
generalizes Moreau’s impact law to formulate a simple but complete
contact law in which both multiple constraints and multiple contacts
are possible.
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