Efficient enforcement of hard articulation constraints in the presence of closed loops and contacts

Efficient enforcement of hard articulation constraints in the presence of closed loops and contacts
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在存在闭环和接触的情况下有效执行硬关节约束

DOI:
10.1111/cgf.12322
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发表时间:
2014
影响因子:
2.5
通讯作者:
Kobbelt L
Kobbelt L
中科院分区:
计算机科学4区
文献类型:
--
作者:
Tomcin R;Sibbing D;Kobbelt L

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在刚体模拟中,必须区分接触(所谓的单侧约束)和关节(双侧约束)。对于接触和摩擦,迭代求解方法已被证明对交互式应用最有用,通常在接触(例如堆栈)之间存在强相互作用的情况下与冲击传播结合使用,优先考虑性能和可扩展性而不是精度。对于铰接约束,直接求解方法是首选,因为人们可以依赖于树形系统的线性时间复杂度的因式分解,即使在由大质量比或高复杂度引起的病态情况下也是如此。尽管最近的进展,结合直接和迭代求解方法的优点wrt。性能已经证明是困难的,并且在交互式应用中铰接的复杂性经常受到在存在闭合运动学回路(即,辅助约束)和接触的情况下迭代求解方法的收敛速度的限制。我们确定了单边和双边约束的动态仿真中常见的性能瓶颈,并能够提出一种仿真方法,即使在运动图中存在摩擦接触、碰撞和闭环的病态情况下,该方法也能在约束数量上进行很好的扩展。对于许多关节连接到一个单一的身体的情况下,我们提出了一种技术,以增加正定线性系统的稀疏性。本文针对这些瓶颈提出了一种解决方案,使更广泛的机构仿真成为可能,无需大量的参数调整即可实现真实的实时仿真。
In rigid body simulation, one must distinguish between contacts (so‐called unilateral constraints) and articulations (bilateral constraints). For contacts and friction, iterative solution methods have proven most useful for interactive applications, often in combination with Shock‐Propagation in cases with strong interactions between contacts (such as stacks), prioritizing performance and plausibility over accuracy. For articulation constraints, direct solution methods are preferred, because one can rely on a factorization with linear time complexity for tree‐like systems, even in ill‐conditioned cases caused by large mass‐ratios or high complexity. Despite recent advances, combining the advantages of direct and iterative solution methods wrt. performance has proven difficult and the intricacy of articulations in interactive applications is often limited by the convergence speed of the iterative solution method in the presence of closed kinematic loops (i.e. auxiliary constraints) and contacts. We identify common performance bottlenecks in the dynamic simulation of unilateral and bilateral constraints and are able to present a simulation method, that scales well in the number of constraints even in ill‐conditioned cases with frictional contacts, collisions and closed loops in the kinematic graph. For cases where many joints are connected to a single body, we propose a technique to increase the sparsity of the positive definite linear system. A solution to these bottlenecks is presented in this paper to make the simulation of a wider range of mechanisms possible in real‐time without extensive parameter tuning.
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