Title :
Gauss´ least constraints principle and rigid body simulations
Author :
Redon, Stéphane ; Kheddar, Abderrahmane ; Coquillart, Sabine
Abstract :
Most of well-known approaches for rigid body simulations are formulated in the contact-space. Due to Gauss´ principle of least constraints, the frictionless dynamics problems are formulated in a motion-space. While the two formulations are mathematically equivalent, they are not computationally equivalent. The motion-space formulation is better conditioned, always sparse, needs less memory, and avoids some unnecessary computations. A preliminary experimental comparison suggests that an algorithm operating in the motion-space takes advantage of sparsity to perform increasingly better than a contact-space algorithm as the average number of contact points per object increases.
Keywords :
constraint theory; digital simulation; dynamics; motion estimation; Gauss principle; contact points; digital simulation; dynamics; least constraints; motion-space; rigid body simulations; sparsity; Acceleration; Assembly; Computational modeling; Computer displays; Games; Gaussian processes; Performance evaluation; Testing; Virtual environment; Virtual prototyping;
Conference_Titel :
Robotics and Automation, 2002. Proceedings. ICRA '02. IEEE International Conference on
Print_ISBN :
0-7803-7272-7
DOI :
10.1109/ROBOT.2002.1013411