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Stable Penalty-Based Model of Frictional Contacts

机译:基于稳定的摩擦触点模型

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This paper presents a stable penalty-based model for simulating frictional contacts between many complex objects. The major advantage of our model is that it solves the problems in implementing Coulomb's friction model for computer simulation: iterative computation and slip velocity threshold. We also introduce a robust method for computing the normal vector and penetration depth at each contact point of a pair of interpenetrating polygonal objects. We demonstrate the validity and usability of the model by comparing the simulation results with closed-form solutions of Coulomb's friction model and conventional friction model, as well as performing dynamics simulation of highly complex scenes with tens of objects composed of thousands of polygons.
机译:本文提出了一种稳定的基于惩罚模型,用于在许多复杂对象之间模拟摩擦触点。我们的模型的主要优点是它解决了实施Coulomb的计算机模拟摩擦模型的问题:迭代计算和滑动速度阈值。我们还介绍了一种稳健的方法,用于计算一对互穿多边形对象的每个接触点处的正常矢量和穿透深度。我们通过将模拟结果与Coulomb的摩擦模型和常规摩擦模型的闭合解决方案进行比较来展示模型的有效性和可用性,以及用数千个多边形组成的几十个物体进行高度复杂的场景的动态模拟。

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