Heuristic convergence rate improvements of the projected Gauss-Seidel method for frictional contact problems
Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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Heuristic convergence rate improvements of the projected Gauss-Seidel method for frictional contact problems. / Poulsen, Morten; Abel, Sarah Maria Niebe; Erleben, Kenny.
WSCG 2010 : full papers proceedings. ed. / Vaclav Skala. Vaclav Skala - Union Agency, 2010. p. 135-142.Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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TY - GEN
T1 - Heuristic convergence rate improvements of the projected Gauss-Seidel method for frictional contact problems
AU - Poulsen, Morten
AU - Abel, Sarah Maria Niebe
AU - Erleben, Kenny
N1 - Conference code: 18
PY - 2010
Y1 - 2010
N2 - In interactive physical simulation, contact forces are applied to prevent rigid bodies from penetrating and control slipping between bodies. Accurate contact force determination is a computationally hard problem. Thus, in practice one trades accuracy for performance. The result is visual artifacts such as viscous or damped contact response. In this paper, we present heuristics for improving performance for solving contact force problems in interactive rigid body simulation. We formulate the contact force problem as a nonlinear complementarity problem, and discretize the problem using a splitting method and a minimum map reformulation. The resulting model is called the Projected Gauss–Seidel method. Quantitative research results are presented and can be used as a taxonomy for selecting a suitable heuristic when using the Projected Gauss–Seidel method.
AB - In interactive physical simulation, contact forces are applied to prevent rigid bodies from penetrating and control slipping between bodies. Accurate contact force determination is a computationally hard problem. Thus, in practice one trades accuracy for performance. The result is visual artifacts such as viscous or damped contact response. In this paper, we present heuristics for improving performance for solving contact force problems in interactive rigid body simulation. We formulate the contact force problem as a nonlinear complementarity problem, and discretize the problem using a splitting method and a minimum map reformulation. The resulting model is called the Projected Gauss–Seidel method. Quantitative research results are presented and can be used as a taxonomy for selecting a suitable heuristic when using the Projected Gauss–Seidel method.
M3 - Article in proceedings
SN - 978-80-86943-88-6
SP - 135
EP - 142
BT - WSCG 2010
A2 - Skala, Vaclav
PB - Vaclav Skala - Union Agency
T2 - 18th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision
Y2 - 1 February 2010 through 4 February 2010
ER -
ID: 32148577