Coupling Friction with Visual Appearance

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Coupling Friction with Visual Appearance. / Andrews, Sheldon; Nassif, Loic; Erleben, Kenny; Kry, Paul G.

In: Proceedings of the ACM on Computer Graphics and Interactive Techniques, Vol. 4, No. 3, 3480138, 2021, p. 1-20.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Andrews, S, Nassif, L, Erleben, K & Kry, PG 2021, 'Coupling Friction with Visual Appearance', Proceedings of the ACM on Computer Graphics and Interactive Techniques, vol. 4, no. 3, 3480138, pp. 1-20. https://doi.org/10.1145/3480138

APA

Andrews, S., Nassif, L., Erleben, K., & Kry, P. G. (2021). Coupling Friction with Visual Appearance. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 4(3), 1-20. [3480138]. https://doi.org/10.1145/3480138

Vancouver

Andrews S, Nassif L, Erleben K, Kry PG. Coupling Friction with Visual Appearance. Proceedings of the ACM on Computer Graphics and Interactive Techniques. 2021;4(3):1-20. 3480138. https://doi.org/10.1145/3480138

Author

Andrews, Sheldon ; Nassif, Loic ; Erleben, Kenny ; Kry, Paul G. / Coupling Friction with Visual Appearance. In: Proceedings of the ACM on Computer Graphics and Interactive Techniques. 2021 ; Vol. 4, No. 3. pp. 1-20.

Bibtex

@article{ce7511d3c0f8423daead688c379cbe8e,
title = "Coupling Friction with Visual Appearance",
abstract = "We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction coefficient that is determined by an object's roughness. Specifically, where the friction is dependent on asperity interlocking, but at a scale where surface roughness is also a visual characteristic of the surface. A GPU rendering pipeline is employed to rasterize surfaces using a shallow depth orthographic projection at each contact point in order to sample facet normal information from both surfaces, which we then combine to produce direction dependent friction coefficients that can be directly used in typical LCP contact solvers, such as the projected Gauss-Seidel method. We demonstrate our approach with a variety of rough textures, where the roughness is both visible in the rendering and in the motion produced by the physical simulation.",
keywords = "contact, friction, GPU techniques, normal mapping, physical simulation",
author = "Sheldon Andrews and Loic Nassif and Kenny Erleben and Kry, {Paul G.}",
year = "2021",
doi = "10.1145/3480138",
language = "English",
volume = "4",
pages = "1--20",
journal = "Proceedings of the ACM on Computer Graphics and Interactive Techniques",
issn = "2577-6193",
publisher = "Association for Computing Machinery (ACM)",
number = "3",

}

RIS

TY - JOUR

T1 - Coupling Friction with Visual Appearance

AU - Andrews, Sheldon

AU - Nassif, Loic

AU - Erleben, Kenny

AU - Kry, Paul G.

PY - 2021

Y1 - 2021

N2 - We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction coefficient that is determined by an object's roughness. Specifically, where the friction is dependent on asperity interlocking, but at a scale where surface roughness is also a visual characteristic of the surface. A GPU rendering pipeline is employed to rasterize surfaces using a shallow depth orthographic projection at each contact point in order to sample facet normal information from both surfaces, which we then combine to produce direction dependent friction coefficients that can be directly used in typical LCP contact solvers, such as the projected Gauss-Seidel method. We demonstrate our approach with a variety of rough textures, where the roughness is both visible in the rendering and in the motion produced by the physical simulation.

AB - We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction coefficient that is determined by an object's roughness. Specifically, where the friction is dependent on asperity interlocking, but at a scale where surface roughness is also a visual characteristic of the surface. A GPU rendering pipeline is employed to rasterize surfaces using a shallow depth orthographic projection at each contact point in order to sample facet normal information from both surfaces, which we then combine to produce direction dependent friction coefficients that can be directly used in typical LCP contact solvers, such as the projected Gauss-Seidel method. We demonstrate our approach with a variety of rough textures, where the roughness is both visible in the rendering and in the motion produced by the physical simulation.

KW - contact

KW - friction

KW - GPU techniques

KW - normal mapping

KW - physical simulation

UR - http://www.scopus.com/inward/record.url?scp=85116444777&partnerID=8YFLogxK

U2 - 10.1145/3480138

DO - 10.1145/3480138

M3 - Journal article

AN - SCOPUS:85116444777

VL - 4

SP - 1

EP - 20

JO - Proceedings of the ACM on Computer Graphics and Interactive Techniques

JF - Proceedings of the ACM on Computer Graphics and Interactive Techniques

SN - 2577-6193

IS - 3

M1 - 3480138

ER -

ID: 285525603