Title: Overview Class
1OverviewClass 5 (Thurs, Jan 30)
- Rigid body contact
- Read BW course notes on
- Collision and Contact
- Constraint formulation
- Lagrangian
- Reduced coordinate
- Cool applications!
- Graphics literature
2Rigid Body Dynamics
3Rotations from last dayOne last thing
Quaternions
- Obey same SO(3) group structure as the rotation
matrices - Efficient 4-vector representation of rotations
that do not suffer mathematical singularities - Briefly on the whiteboard
- See also
- Murray, Li, Sastry, A Mathematical Intro. to
Robotic Manipulation, (p. 33) (Handout) - Andrew Hanson, Visualizing Quaternions,
SIGGRAPH 2001 Course Notes, 2001. (Fun with
Clifford Algebras!) - And Baraff course notes.
4Contact Separation Distance
- Simple/common idea for rigid contact
- Signed distance function, ??(gA,gB)
- ?gt0 Separated
- ?0 In contact
- ?lt0 Rigid interpenetration
A
B
B
A
B
A
5Overview of Contact Models
Contact Models
Deformable Bodies
Impulse Response Rigid Models, e.g., Mirtich
Canny
Force Response Rigid Models
NOTE x-?
Adapted from D.Pai 99
6Overview of Contact Models
7Overview of Contact Models
8Overview of Contact Models
9A little history Hertz Contact
- Idealized quasistatic contact between spheres
- H. Hertz, Über die Berührung fester elastischer
Körper, Gesammelte Werke, Bd. 1, Leipzig 1895.
f ? ?3/2
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11Reality of spherical contact
- Real surface contact problems are complex!
- Models of surface contact (and friction) are
highly approximate in practice - Not a serious problem for graphics
- important for contact sounds (will discuss
later)
12Penalty Methods
- Penalty spring force
- More sophisticated models use damping
- For example
13Overview of Contact Models
14Contact Response Maps
- Ullrich Pai, Contact Response Maps for Real
Time Dynamic Simulation, ICRA, 1998. - Convolve contact forcing with the precomputed
impulse response function of a linear
elastodynamic model. - Generalized force response model
- Includes effect of vibration and internal shock
waves produced by contact
15Overview of Contact Models
16Impulse Response Contact Models
- Brian Mirtich and John F. Canny, Impulse-Based
Simulation of Rigid Bodies, Symposium on
Interactive 3D Graphics, 181-188, 1995.
17Overview of Contact Models
18The Linear Complementarity Problem (LCP)
- Formulation of the contact force problem
- Famous mathematical problem
- Briefly (on whiteboard)
- See papers on webpage, e.g., by Baraff, Trinkle,
Anitescu, etc.
19Constrained vs Reduced Coordinate Approaches
- Fast Lagrange multipliers
- D. Baraff. Linear-time dynamics using Lagrange
multipliers, SIGGRAPH 96. - Ascher, Pai, Cloutier, Forward Dynamics,
Elimination Methods, and Formulation Stiffness in
Robot Simulation, 1997 - Reduced coordinates
- Difficult to exploit in general contact
animations - Robotic assemblies important special case see
Featherstone Murray, Li, Sastry
20Dynamics with Smooth Surface Contact
- P. G. Kry, and D. K. Pai, Continuous Contact
Simulation for Smooth Surfaces, ACM Transactions
on Graphics, Jan 2003.
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22Other Issues
- Constraints with closed loops
- Mathematically tricky DAEs (Differential
Algebraic Equations) - For details see, e.g.,
- François Faure, Fast Iterative Refinement of
Articulated Solid Dynamics, IEEE Transactions on
Visualization and Computer Graphics, 5(3), pp.
268-276, 1999. - U. Ascher and P. Lin, SIAM J. Scient. Comput. 21
(1999), 1244-1262 Sequential Regularization
Methods for simulating mechanical systems with
many closed loops)
23Parallel Computation
- Large scale rigid body simulation
- Time-warp approach from discrete simulation
24Cool Applications
- Graphics is interested in more than just rigid
body mechanics fundamentals
25Random Sampling of Rigid Motions
- Stephen Chenney and D.A.Forsyth, "Sampling
Plausible Solutions to Multi-Body Constraint
Problems". SIGGRAPH 2000 Conference Proceedings,
pages 219-228, July 2000. - MOVIE 30 balls fall into 105 bins. These
solutions were hand chosen from a chain that
produced several hundred examples in 200000
iterations, taking seven days to compute on a PC.
The longer computation time is due to the greater
number of balls, because each simulation takes
longer and the constraints are much harder to
satisfy.
26Placement of Rigid Objects in Scenes
John Snyder, An interactive tool for placing
curved surfaces without interpenetration,
SIGGRAPH 95.
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28Interactive Manipulation of Rigid Body Simulations
- Jovan Popovic, Steven M. Seitz, Michael Erdmann,
Zoran Popovic, and Andrew Witkin. Interactive
Manipulation of Rigid Body Simulations. In
Computer Graphics (Proceedings of SIGGRAPH 2000),
ACM SIGGRAPH, Annual Conference Series, 209-217.
29Evolving Virtual Creatures
- Sims, K., "Evolving Virtual Creatures," Computer
Graphics (Siggraph '94) Annual Conference
Proceedings, July 1994, pp.43-50.
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32Sims, K., "Evolving Virtual Creatures," Computer
Graphics (Siggraph '94) Annual Conference
Proceedings, July 1994, pp.43-50.