Description: SIGGRAPH’22 Course: This course covers essential topics of contact simulation for computer graphics and gives attendees the knowledge they need to utilize or extend the many standard techniques for simulating contact. Topics include: complementarity problems, non-interpenetration constraints, friction modeling, contact generation, and numerical solvers.
Sheldon Andrews 1 Kenny Erleben 2 Zachary Ferguson 3 1 École de technologie supérieure 2 University of Copenhagen 3 New York University
Efficient simulation of contact is of interest for numerous physics-based animation applications. For instance, virtual reality training, video games, rapid digital prototyping, and robotics simulation are all examples of applications that involve contact modeling and simulation. However, despite its extensive use in modern computer graphics, contact simulation remains one of the most challenging problems in physics-based animation.
This course covers fundamental topics on the nature of contact modeling and simulation for computer graphics. Specifically, we provide mathematical details about formulating contact as a complementarity problem in rigid body and soft body animations. We briefly cover several approaches for contact generation using discrete collision detection. Then, we present a range of numerical techniques for solving the associated LCPs and NCPs. The advantages and disadvantages of each technique are further discussed in