11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2003. HAPTICS 2003. Proceedings.
DOI: 10.1109/haptic.2003.1191304
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Real-time rigid body simulation based on volumetric penalty method

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Cited by 27 publications
(16 citation statements)
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References 18 publications
(13 reference statements)
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“…The geometry-based model can be divided into single collision point models, multiple collision point models and volumetric models. [44][45][46][47][48] In this particular study, the geometry-based model (single point) was chosen.…”
Section: Collision Responsementioning
confidence: 99%
“…The geometry-based model can be divided into single collision point models, multiple collision point models and volumetric models. [44][45][46][47][48] In this particular study, the geometry-based model (single point) was chosen.…”
Section: Collision Responsementioning
confidence: 99%
“…For contact we place normal springs at collision sites detected by a one-time, precomputed adaptive signed distance field [Frisken et al 2000]. We model friction using a moving anchor spring method [Hasegawa et al 2003] that enables both static and dynamic friction modes. Contacting nodes are connected by springs to seeded anchors vertices placed on the contacting surface.…”
Section: Numerics Of Time Integrationmentioning
confidence: 99%
“…We then add a spring force consisting of two independent components: a normal spring with rest-length equal to the current normal distance, and a zero rest-length tangential spring that opposes sliding. This amounts to an anchor spring model with infinite friction [Hasegawa and Fujii 2003]. Along with penalty forces, we exploit the El Topo library's robust collision-processing module to avoid missing collisions at large time steps [Brochu and Bridson 2009].…”
Section: Contact and Adhesionmentioning
confidence: 99%