Coupling Friction with Visual Appearance
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Coupling Friction with Visual Appearance. / Andrews, Sheldon; Nassif, Loic; Erleben, Kenny; Kry, Paul G.
I: Proceedings of the ACM on Computer Graphics and Interactive Techniques, Bind 4, Nr. 3, 3480138, 2021, s. 1-20.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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TY - JOUR
T1 - Coupling Friction with Visual Appearance
AU - Andrews, Sheldon
AU - Nassif, Loic
AU - Erleben, Kenny
AU - Kry, Paul G.
PY - 2021
Y1 - 2021
N2 - We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction coefficient that is determined by an object's roughness. Specifically, where the friction is dependent on asperity interlocking, but at a scale where surface roughness is also a visual characteristic of the surface. A GPU rendering pipeline is employed to rasterize surfaces using a shallow depth orthographic projection at each contact point in order to sample facet normal information from both surfaces, which we then combine to produce direction dependent friction coefficients that can be directly used in typical LCP contact solvers, such as the projected Gauss-Seidel method. We demonstrate our approach with a variety of rough textures, where the roughness is both visible in the rendering and in the motion produced by the physical simulation.
AB - We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction coefficient that is determined by an object's roughness. Specifically, where the friction is dependent on asperity interlocking, but at a scale where surface roughness is also a visual characteristic of the surface. A GPU rendering pipeline is employed to rasterize surfaces using a shallow depth orthographic projection at each contact point in order to sample facet normal information from both surfaces, which we then combine to produce direction dependent friction coefficients that can be directly used in typical LCP contact solvers, such as the projected Gauss-Seidel method. We demonstrate our approach with a variety of rough textures, where the roughness is both visible in the rendering and in the motion produced by the physical simulation.
KW - contact
KW - friction
KW - GPU techniques
KW - normal mapping
KW - physical simulation
UR - http://www.scopus.com/inward/record.url?scp=85116444777&partnerID=8YFLogxK
U2 - 10.1145/3480138
DO - 10.1145/3480138
M3 - Journal article
AN - SCOPUS:85116444777
VL - 4
SP - 1
EP - 20
JO - Proceedings of the ACM on Computer Graphics and Interactive Techniques
JF - Proceedings of the ACM on Computer Graphics and Interactive Techniques
SN - 2577-6193
IS - 3
M1 - 3480138
ER -
ID: 285525603