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物体碰撞与摩擦的方法总结

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Contact and Friction Simulation for Computer Graphics(Siggraph course 2022)

相关的course:SIGGRAPH'20 Course: An Introduction to Physics-Based Animation

SIGGRAPH'22 Course: Contact and Friction Simulation for Computer Graphics (siggraphcontact.github.io)

Syllabus

Basics:

  • contact generation using discrete collision detection
  • numerical techniques for solving the associated LCPs and NCPs

advanced topics:

  • soft body contact approaches
  • penalty and barrier functions
  • anisotropic friction modeling

Chapter 1. Introduction to Contact Simulation

there are three main paradigms for contact simulation

  • constraint based methods(很精确): constrained optimization

  • penalty based approaches: small abstract springs(也可以不使用弹簧) working between objects to keep them from overlapping. Hence, the springs "penalize" overlap.

    • similarities to penalty methods in numerical optimization: barrier methods
  • impulse-based methods: contact between objects is conceptualized as sequences of micro-collisions

1.1 The Equation of Motion

\[M(t)\dot u(t)=f(q(t),u(t),t) \]

Notations in this note:

  • \(M\): mass matrix
  • \(q\): position
  • \(u\): velocity
  • \(h=\Delta t\): timestep

1.2 Time Integration

Notations:

  • \(u^-=u^n\): velocity of the last time step
  • \(u^+=u^{n+1}\): velocity of the next time step

1.3 Constraints

流形优化方法求解约束问题

two types of constraint equations:

  • bilateral: \(\phi(q)=0\), hinges, ball-and-socket, and prismatic joints
  • unilateral: \(\phi(q)\ge0\).

\(m\) constraint functions \(\phi(q)\in R^m\) implicitly define a manifold that is embedded in the \(n\)-dimensional space of the simulation degrees of freedom. We can instead formulate the constraint equations in terms of the velocities by computing the gradient of \(

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