Distant Collision Response in Rigid Body Simulations

Abstract

We use a finite element model to predict the vibration response of objects in a rigid body simulation, such that rigid objects are augmented to provide a plausible elastic collision response between distant objects due to vibration. We start with a generalized eigenvalue decomposition of the elastic model to precompute a response to an impact at any point on an elastic object with fixed boundary conditions. Then, given a collision between objects, we generate an approximate response impulse to distribute to other objects already in contact with the colliding bodies. This can lead to distant impacts causing an object to slip, or a delicate stack of objects to fall. We also use a geodesic distance based spatial attenuation approximation for travelling waves in objects to respond to an impact at one contact with an impulse at other locations. This response ultimately allows a long distance relationship between contacts, both across a single object being struck, but also traversing the contact graph of a larger collection of objects. We qualitatively validate our approach with a ground truth simulation, and demonstrate a number of scenarios where a long distance relationship between contacts is valuable.

Publication
Computer Graphics Forum
Date

Accepted to the 12th annual Symposium on Computer Animation (SCA 2020) and published in Computer Graphics Forum (CGF).

BibTeX

    @article{dcr2020,
        author = {Coevoet, Eulalie and Andrews, Sheldon and Relles, Denali and Kry, Paul G.},
        title = {Distant Collision Response in Rigid Body Simulations},
        journal = {Computer Graphics Forum},
        volume = {39},
        number = {8},
        year = {2019},
        numpages = {10}
    }