Positronics Lab

Dynamic robotic simulation

January 01, 2010 | 1 Minute Read

O(n3) convex complementarity-free contact model

Our multi-rigid body contact model requires time O(n3) in the number of contact points to solve. Using any one of numerous widely available interior point solvers yields numerical robustness, true friction cones, and scaling to thousands of contact points.

Frame from grasp.mp4 showing simulated manipulator grasping a ball (notoriously difficult to simulate) while moving in a sinusoidal trajectory. Our contact model is employed.

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Advanced penalty method for rigid body simulation

Our advanced penalty method works by applying forces over the volume of penetration, rather than applying a force due to only a single, virtual spring and damper at the point of deepest penetration. Applying forces at multiple points reduces the oscillation that emerges from the standard penalty-based approach. An integrative reduces steady-state error, permitting less stiff gain constants to be used for the virtual springs and dampers; the resulting equations of motion are less “stiff”.

A still from a video that demonstrates the ability of the advanced penalty method to handle a stable pile of objects.

Relevant publication: