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Non-Smooth Newton Methods for Deformable Multi-Body Dynamics

Published 10 Jul 2019 in cs.RO, cs.CE, and cs.GR | (1907.04587v1)

Abstract: We present a framework for the simulation of rigid and deformable bodies in the presence of contact and friction. Our method is based on a non-smooth Newton iteration that solves the underlying nonlinear complementarity problems (NCPs) directly. This approach allows us to support nonlinear dynamics models, including hyperelastic deformable bodies and articulated rigid mechanisms, coupled through a smooth isotropic friction model. The fixed-point nature of our method means it requires only the solution of a symmetric linear system as a building block. We propose a new complementarity preconditioner for NCP functions that improves convergence, and we develop an efficient GPU-based solver based on the conjugate residual (CR) method that is suitable for interactive simulations. We show how to improve robustness using a new geometric stiffness approximation and evaluate our method's performance on a number of robotics simulation scenarios, including dexterous manipulation and training using reinforcement learning.

Citations (95)

Summary

  • The paper’s main contribution is a non-smooth Newton method that directly solves nonlinear complementarity problems to enhance simulation accuracy.
  • It introduces a smooth isotropic Coulomb friction model along with a novel preconditioner to improve convergence in challenging contact scenarios.
  • The framework supports generalized compliance and geometric stiffness approximations, enabling robust real-time simulation of deformable and rigid bodies.

Non-Smooth Newton Methods for Deformable Multi-Body Dynamics

The paper "Non-Smooth Newton Methods for Deformable Multi-Body Dynamics" presents an advanced computational framework for simulating systems composed of both rigid and deformable bodies with contact and friction. This framework is built upon a non-smooth Newton iteration scheme that directly tackles the underlying nonlinear complementarity problems (NCPs). Such an approach allows for the accurate modeling of complex dynamics, including hyperelastic deformable bodies and intricate articulated rigid mechanisms. The authors introduce several novel contributions to enhance the efficiency and robustness of the simulation process, making this study particularly relevant to robotics and computer graphics researchers specializing in physical simulations.

Key Methodological Contributions

The paper's principal innovation is the development of a non-smooth Newton-based method that solves NCPs without resorting to linearized approximations, which are common in previous approaches. This enables more realistic simulation of nonlinear dynamics:

  1. Smooth Isotropic Coulomb Friction: The authors implement a smooth, isotropic Coulomb friction model reformulated in terms of non-smooth complementarity functions, allowing for a more nuanced representation of frictional interactions.
  2. Complementarity Preconditioner: A novel preconditioner is proposed to improve convergence in contact problems. This element is pivotal for achieving convergence in scenarios with high mass ratios and poorly conditioned problems.
  3. Generalized Compliance Model: The framework supports generalized compliance formulations that accommodate hyperelastic materials. This flexibility enables the simulation of materials with richly nuanced physical properties, such as those in soft robotics applications.
  4. Geometric Stiffness Approximation: A simple approximation method for geometric stiffness is introduced to ensure simulation robustness without altering system dynamics significantly. This approach helps stabilize the numerical solution process, particularly in cases of large deformations.

The non-smooth nature of the friction and contact models allows the use of off-the-shelf linear solvers, providing flexibility in implementation. This approach also facilitates the integration of highly optimized iterative solvers that are well-suited for execution on parallel architectures like GPUs.

Implications and Applications

The framework is evaluated on various scenarios involving robotic systems, including dexterous manipulation tasks and reinforcement learning-based simulations. These experiments demonstrate the method's robustness and real-time application potential. The ability to simulate complex multi-body interactions with deformable and rigid components expands the potential for virtual environments to be used in the training and testing of machine learning algorithms, particularly in robotics.

Researchers in robotics, computer graphics, and simulation will find this method valuable as it not only extends the range of feasible simulation tasks but also improves the fidelity of results. By addressing nonlinearities directly, the proposed solution can better accommodate a wider array of physical phenomena without compromising computational efficiency.

Future Developments

Extensions of this research could involve the exploration of more advanced complementarity preconditioners and the adaptation of sophisticated numerical methods, such as algebraic multi-grid (AMG) solvers, to further enhance convergence and scalability. Investigating the integration of energy-conserving integrators and handling elastic collisions would also broaden the applicability of this framework. Furthermore, investigating the interaction of reduced coordinate representations with this generalized coordinate-based framework might open new directions in efficiently modeling complex robotic articulations.

In conclusion, this study presents a robust and versatile framework for the simulation of complex multi-body dynamics, proposing innovative solutions to intrinsic challenges in handling contact and friction in computational models. The contributions are likely to influence future research and applications in dynamic simulations across various domains.

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