Friction in Cline's paper: how to use?
Posted: Sat Dec 30, 2006 12:04 am
OK guys, you're in for yet another question you're likely not to give an answer to...
Maybe you're familiar with Michael Cline 's thesis where he describes an approach to physics simulation. In this paper, an interesting way of dealing with friction is desribed. He managed to integrate the dependance between the normal contact force and the friction pyramide into a single LCP. So having solved such an LCP, we get the normal contact forces and friction forces at each contact point simultaneously, having friction forces limited by friction pyramides constructed with respect to the appropriate normal contact force.
There're at least two major drawbacks in his method. First, it requires a constraint for each direction of each basis vector of the pyramide. That means that if we implement a pyramide with 2 directions only (rectangular pyramide, that's minimum), there must be 4 constraints for friction. Plus 1 contraint for the contact itself, plus 1 for the dependance between the contact normal force and the pyramide. It's quite a lot.
The second drawback is even worse. The resulting LCP matrix is not symmetric! Neither it is positive-definite. It seems to be PSD, however. For the exact configuration of the matrix, please refer to the paper, and consider the fact that normally the matrix is transformed to JMJ form in order to reduce the number of unknows, not solved in the form he formulates the matrix. So, this cool matrix is solvable by Lemke, but often not solvable by PGS, when applied without modifications.
So, the question is if there're efficient iterative methods for solving LCPs in real-time.
The second question is whether Cline's approach to fricition is significantly better than more common approaches (such as solving the system without friction, computing the friction pyramides, solving with friction with the friction forces limited by the pre-calculated pyramides, repeating)
Maybe you're familiar with Michael Cline 's thesis where he describes an approach to physics simulation. In this paper, an interesting way of dealing with friction is desribed. He managed to integrate the dependance between the normal contact force and the friction pyramide into a single LCP. So having solved such an LCP, we get the normal contact forces and friction forces at each contact point simultaneously, having friction forces limited by friction pyramides constructed with respect to the appropriate normal contact force.
There're at least two major drawbacks in his method. First, it requires a constraint for each direction of each basis vector of the pyramide. That means that if we implement a pyramide with 2 directions only (rectangular pyramide, that's minimum), there must be 4 constraints for friction. Plus 1 contraint for the contact itself, plus 1 for the dependance between the contact normal force and the pyramide. It's quite a lot.
The second drawback is even worse. The resulting LCP matrix is not symmetric! Neither it is positive-definite. It seems to be PSD, however. For the exact configuration of the matrix, please refer to the paper, and consider the fact that normally the matrix is transformed to JMJ form in order to reduce the number of unknows, not solved in the form he formulates the matrix. So, this cool matrix is solvable by Lemke, but often not solvable by PGS, when applied without modifications.
So, the question is if there're efficient iterative methods for solving LCPs in real-time.
The second question is whether Cline's approach to fricition is significantly better than more common approaches (such as solving the system without friction, computing the friction pyramides, solving with friction with the friction forces limited by the pre-calculated pyramides, repeating)