Contact and friction simulation for computer graphics

Research output: Book/ReportBookResearch

Standard

Contact and friction simulation for computer graphics. / Andrews, Sheldon; Erleben, Kenny; Ferguson, Zachary.

Association for Computing Machinery, Inc., 2022. 172 p.

Research output: Book/ReportBookResearch

Harvard

Andrews, S, Erleben, K & Ferguson, Z 2022, Contact and friction simulation for computer graphics. Association for Computing Machinery, Inc. https://doi.org/10.1145/3532720.3535640

APA

Andrews, S., Erleben, K., & Ferguson, Z. (2022). Contact and friction simulation for computer graphics. Association for Computing Machinery, Inc. https://doi.org/10.1145/3532720.3535640

Vancouver

Andrews S, Erleben K, Ferguson Z. Contact and friction simulation for computer graphics. Association for Computing Machinery, Inc., 2022. 172 p. https://doi.org/10.1145/3532720.3535640

Author

Andrews, Sheldon ; Erleben, Kenny ; Ferguson, Zachary. / Contact and friction simulation for computer graphics. Association for Computing Machinery, Inc., 2022. 172 p.

Bibtex

@book{9aa489bada0c4c45919621d1acca9ae7,
title = "Contact and friction simulation for computer graphics",
abstract = "Efficient simulation of contact is of interest for numerous physics-based animation applications. For instance, virtual reality training, video games, rapid digital prototyping, and robotics simulation are all examples of applications that involve contact modeling and simulation. However, despite its extensive use in modern computer graphics, contact simulation remains one of the most challenging problems in physics-based animation. This course covers fundamental topics on the nature of contact modeling and simulation for computer graphics. Specifically, we provide mathematical details about formulating contact as a complementarity problem in rigid body and soft body animations. We briefly cover several approaches for contact generation using discrete collision detection. Then, we present a range of numerical techniques for solving the associated LCPs and NCPs. The advantages and disadvantages of each technique are further discussed in a practical manner, and best practices for implementation are discussed. Finally, we conclude the course with several advanced topics such as methods for soft body contact problems, barrier functions, and anisotropic friction modeling. Programming examples are provided in our appendix as well as on the course website to accompany the course notes. ",
keywords = "complementarity problems, contact, friction, iterative methods, Newton methods, physics-based animation, pivoting methods, splitting methods",
author = "Sheldon Andrews and Kenny Erleben and Zachary Ferguson",
note = "Publisher Copyright: {\textcopyright} 2022 Owner/Author.; Special Interest Group on Computer Graphics and Interactive Techniques Conference - Courses, SIGGRAPH 2022 ; Conference date: 08-08-2022 Through 11-08-2022",
year = "2022",
doi = "10.1145/3532720.3535640",
language = "English",
publisher = "Association for Computing Machinery, Inc.",

}

RIS

TY - BOOK

T1 - Contact and friction simulation for computer graphics

AU - Andrews, Sheldon

AU - Erleben, Kenny

AU - Ferguson, Zachary

N1 - Publisher Copyright: © 2022 Owner/Author.

PY - 2022

Y1 - 2022

N2 - Efficient simulation of contact is of interest for numerous physics-based animation applications. For instance, virtual reality training, video games, rapid digital prototyping, and robotics simulation are all examples of applications that involve contact modeling and simulation. However, despite its extensive use in modern computer graphics, contact simulation remains one of the most challenging problems in physics-based animation. This course covers fundamental topics on the nature of contact modeling and simulation for computer graphics. Specifically, we provide mathematical details about formulating contact as a complementarity problem in rigid body and soft body animations. We briefly cover several approaches for contact generation using discrete collision detection. Then, we present a range of numerical techniques for solving the associated LCPs and NCPs. The advantages and disadvantages of each technique are further discussed in a practical manner, and best practices for implementation are discussed. Finally, we conclude the course with several advanced topics such as methods for soft body contact problems, barrier functions, and anisotropic friction modeling. Programming examples are provided in our appendix as well as on the course website to accompany the course notes.

AB - Efficient simulation of contact is of interest for numerous physics-based animation applications. For instance, virtual reality training, video games, rapid digital prototyping, and robotics simulation are all examples of applications that involve contact modeling and simulation. However, despite its extensive use in modern computer graphics, contact simulation remains one of the most challenging problems in physics-based animation. This course covers fundamental topics on the nature of contact modeling and simulation for computer graphics. Specifically, we provide mathematical details about formulating contact as a complementarity problem in rigid body and soft body animations. We briefly cover several approaches for contact generation using discrete collision detection. Then, we present a range of numerical techniques for solving the associated LCPs and NCPs. The advantages and disadvantages of each technique are further discussed in a practical manner, and best practices for implementation are discussed. Finally, we conclude the course with several advanced topics such as methods for soft body contact problems, barrier functions, and anisotropic friction modeling. Programming examples are provided in our appendix as well as on the course website to accompany the course notes.

KW - complementarity problems

KW - contact

KW - friction

KW - iterative methods

KW - Newton methods

KW - physics-based animation

KW - pivoting methods

KW - splitting methods

UR - http://www.scopus.com/inward/record.url?scp=85137140881&partnerID=8YFLogxK

U2 - 10.1145/3532720.3535640

DO - 10.1145/3532720.3535640

M3 - Book

AN - SCOPUS:85137140881

BT - Contact and friction simulation for computer graphics

PB - Association for Computing Machinery, Inc.

T2 - Special Interest Group on Computer Graphics and Interactive Techniques Conference - Courses, SIGGRAPH 2022

Y2 - 8 August 2022 through 11 August 2022

ER -

ID: 320502766