
doi: 10.20380/gi2015.14
We present a new approach to modeling contact between rigid objects that augments an individual Coulomb friction point-contact model with rolling and spinning friction constraints. Starting from the intersection volume, we compute a contact normal from the volume gradient. We compute a contact position from the first moment of the intersection volume, and approximate the extent of the contact patch from the second moment of the intersection volume. By incorporating knowledge of the contact patch into a point contact Coulomb friction formulation, we produce a 6D constraint that provides appropriate limits on torques to accommodate displacement of the center of pressure within the contact patch, while also providing a rotational torque due to dry friction to resist spinning. A collection of examples demonstrate the power and benefits of this simple formulation.
Proceedings of Graphics Interface 2015, Halifax, Nova Scotia, Canada, Canada, 3 - 5 June 2015, 105-114
000 computer science, Coulomb friction, rigid body simulation, constraint, [INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR], collision detection, [INFO.INFO-MO] Computer Science [cs]/Modeling and Simulation, frictional contact, [MATH.MATH-NA] Mathematics [math]/Numerical Analysis [math.NA]
000 computer science, Coulomb friction, rigid body simulation, constraint, [INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR], collision detection, [INFO.INFO-MO] Computer Science [cs]/Modeling and Simulation, frictional contact, [MATH.MATH-NA] Mathematics [math]/Numerical Analysis [math.NA]
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