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Stanford CS 468 - Fast Frictional Dynamics for Rigid Bodies

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Fast Frictional Dynamics for Rigid BodiesDanny Kaufman Timothy Edmonds Dinesh PaiRutgers UniversityRigid Bodies Simplified Model  hard to know internal properties of all items Rigid instead More complex simulation Forces instantaneously change velocity of entire object Either: Allow interpenetration between object Find earliest collision, hard if too many collisions Ball bouncingTask Quickly compute next time step configuration Object not convex Simulate Collisions Sliding friction Rolling friction External forces (i.e gravity)Background Configuration of object SE(3) Mapping Homogeneous coordinates of x in frame i ix To obtain relative to frame j left multiply by: Meaning:Background (cont.) q is the orientation  W is world frame Then Using that, obtain time derivative for changes from frame i to jBackground Define the skew-symmetric matrix A multiply by [ω] gives a cross product, therefore: Frame i with respect to frame j in i’scoordinatesBackground Element in tangent space to SE(3) denoted se(3)  Determines spatial velocity vector, called a twist Linear operator extracts it. Its inverse is the bracket operator Top equation describes relative motion of frame iwith respect to frame j in i’s coordinatesBackground We have Those are in the tangent space of xk Providing the mapping from twist to elements of se(3)Background Change in frames induces change in spatial velocity coordinates SE(3) equipped with kinetic metric M(q) is frame appropriate inertial matrix at q.Background Explicit Euler stepConstraints and forces Interpenetration allowed between steps Take configuration half-step using the last know velocity Each contact (including penetrations) are used to calculate set of constraintsConstraints For rigid body B Constraints on B in SE(3) From the R3 constraint gradient obtain the se*(3) constraint gradient using the differential transpose matrixConstraints and contact forces A contract will impart normal or tangential force Find span of forces and convert into wrenches Tangential forces span constraint’s tangent planeContact Forces Wrenches generated give: Embed wrenches into se(3) New twists inkand iskin iSkContact Forces These are not generally orthogonal  Observe inner product Therefore cannot make assumption that a friction cone in se(3) is orthogonalMulti-point Contact Contact includes points that penetrate constraints Set of collision points Define normal cone by span of all twists from contact pointsMulti-point Contact Sliding cone of embedded wrenches spans the entire range of possible contributionsMulti-point Contact For a twist to be a feasible velocity at xkits projection along ink>= 0 Inner product in se(3) Subspace of feasible twists For all C(q)Non-Smooth Dynamics Without contacts Where If there are contacts then Embedding into se(3)Dynamics Using first order discretization with step h Using pre and post-resolution velocity definedContact Resolution We know what subspace ir must be in, but not hwo to select it. Moreau -ir is the twist formed by the minimum spanning vector is se(3) between pre-resolution velocity, and the subspace of feasible velocitiesContact Resolution Equivalent to directly projecting iφ−onto the subpace of feasible velocities, T(q-) The boundary to T(q) We can now restrict the point to:Friction Modify the dynamics rule to have both normal and tangential impulses Normalize tangent vector at each contact, so thatFrictional Impulse Constraitns Generalize frictional coefficient µk We let iφτbe the twist from first projection Find the frictional impulse which can be set to a convex QP.Friction Adding the frictional reaction to the tangential velocity gives the post-revolution


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Stanford CS 468 - Fast Frictional Dynamics for Rigid Bodies

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