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Coping with friction for non-penetrating rigid body simulation

Published:01 July 1991Publication History

ABSTRACT

Algorithms and computational complexity measures for simulating the motion of contacting bodies with friction are presented. The bodies are restricted to be perfectly rigid bodies that contact at finitely many points. Contact forces between bodies must satisfy the Coulomb model of friction. A traditional principle of mechanics is that contact forces are impulsive if and only if non-impulsive contact forces are insufficient to maintain the non-penetration constraints between bodies. When friction is allowed, it is known that impulsive contact forces can be necessary even in the absence of collisions between bodies. This paper shows that computing contact forces according to this traditional principle is likely to require exponential time. An analysis of this result reveals that the principle for when impulses can occur is too restrictive, and a natural reformulation of the principle is proposed. Using the reformulated principle, an algorithm with expected polynomial time behaviour for computing contact forces is presented.

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  1. Coping with friction for non-penetrating rigid body simulation

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            cover image ACM Conferences
            SIGGRAPH '91: Proceedings of the 18th annual conference on Computer graphics and interactive techniques
            July 1991
            393 pages
            ISBN:0897914368
            DOI:10.1145/122718

            Copyright © 1991 ACM

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            • Published: 1 July 1991

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