Method and apparatus for simulating dynamic contact of objects
First Claim
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1. A method carried out by a simulator for simulating contact of rigid body objects, at discrete intervals of time, the method comprising the steps of:
- - determining non-penetration constraint and friction values in separate processes, and feeding back the output of each process as an input to the other process.
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Abstract
Contact of rigid bodies is simulated with friction. A contact point is determined as a mid point between closest points on each body. An integrated relative velocity (IRV) vector is computed, and is minimised by applying forces to both bodies. If the IRV value exceeds a threshold the bodies are deemed to be sliding. Non-penetration constraint and friction values are determined in separate processes and the output of one is fed to the other.
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Citations
13 Claims
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1. A method carried out by a simulator for simulating contact of rigid body objects, at discrete intervals of time, the method comprising the steps of:
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determining non-penetration constraint and friction values in separate processes, and feeding back the output of each process as an input to the other process. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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Specification