Title: Realtime Rigid Body Simulation Based on Volumetric Penalty Method Shoichi Hasegawa, Nobuaki Fujii, Y
1Real-time Rigid Body Simulation Based on
Volumetric Penalty MethodShoichi Hasegawa,
Nobuaki Fujii, Yasuharu Koike, Makoto
SatoPrecision and Intelligence Laboratory, Tokyo
Institute of Technologyhttp//sklab-www.pi.titech
.ac.jp hase_at_hi.pi.titech.ac.jp
- Goal
- Real-time rigid body simulator 200Hz or faster
update rate for Haptic. - For natural virtual object manipulations.
- Haptic interfaces have been developed. It
requires fast update. - Objects should move under the law of motion.
- For simple virtual world for educational /
training / entertainment applications. - Choice of algorithm for contact solver
- D. Baraff Analytical methods for dynamic
simulation of non-penetrating rigid bodies
(1989) - B. Mirtich Impulse-based Simulation of Rigid
Bodies (1995) - Penalty methods, which convert constraints into
penalty force by spring and damper model. H.
Keller Virtual Mechanics (1993) - Invention
- Previous penalty method regards contacts occurs
at a point. We regards contact area and integrate
forces
Normal forces
Friction forces
- Where should we put spring damper models?
- Put on the most penetrating point?
- Integrate penetration over the contact area
- Where should we put Coulomb s friction model?
- Put on the application point of the normal force?
- Integrate forces from Coulomb model over the
contact area
Unstable
Contact area (current)
Stable
- Proposed simulator
- The simulation step is consists from following
procedure
1 Contact detection
3 Integrate normal forces and torques
- The intersection is convex polyhedron
- We integrate penalty by each face.
-
- Find collision normal and common
point Gilbert, Johnson, and Keerthi (GJK)
algorithm
?
Upper bound
Lower bound
Intersecting part
2 Contact Analysis
- Find penetrating part Intersection of two
convexes -
Half space representation
Dual transform
Vertex of intersection
Convex hull
Dual transform
(Fs force from spring models, Ms torque from
spring models)
D. E. Muller and F.P.Preparata 1978
2- Proposed simulator (continue)
4 Friction forces and torques
- Dynamic friction
- Integrate dynamic friction force (fdy) over the
contact area - Static friction
- Object does not slip Constraint ? Convert into
penalty force. - State Transition
fdy
vp
Spring-damper model for translation
Spring-damper model
Object at previous step
Spring-damper model for rotation
Object at current step
Distributed models can be replaced by two models
Static friction force gt maximum friction force (
m0/m Dynamic friction force)
Static friction
Dynamic friction
Static friction force lt dynamic friction force
- Evaluation
- Compare stability on two simulators
- Proposed Integrate forces over the intersection.
- Simple Spring model is put on the most
penetrating point. - Simulate same virtual world
- Haptic interaction
- Choose a virtual object as a proxy object of
haptic interface
Display force and torque
Set position and orientation
Haptic interface(SPIDAR)
- Conclusion
- We proposed a rigid body motion simulator which
can - Run at haptic rate (200Hz or faster) with simple
virtual world. - Treat dynamic and friction forces.