Abstract
Most of well-known approaches for rigid body simulations are formulated in the contact-space. Thanks 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.
| Original language | English |
|---|---|
| Pages (from-to) | 517-522 |
| Number of pages | 6 |
| Journal | Proceedings - IEEE International Conference on Robotics and Automation |
| Volume | 1 |
| DOIs | |
| Publication status | Published - 1 Jan 2002 |
| Externally published | Yes |