2006Unpublished venueRequires access

Stable penalty-based model of frictional contacts

Katsu Yamane, Yoshihiko Nakamura

Open publisher page 51 citations

Abstract

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

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What this paper is about

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

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OpenAlex reports 51 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

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

Key concepts: Computation, Coulomb, Computer science, Slip (aerodynamics), Coulomb friction, Usability, Coulomb's law, Penetration (warfare)

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