[ODE] notes on the quickstep method
Antonio_Martini at scee.net
Antonio_Martini at scee.net
Fri May 21 10:55:09 MST 2004
I haven't looked into the current implementation but are contacts stored
presistently
so that contact forces can be reused to warm start the solver across
multiple frames?
In ODE as far as i know contacts are not persistent across frames so i
assume that at every frame
the solver is started with f=0 before starting the first iteration.
Russ Smith <russ at q12.org>@q12.org on 21/05/2004 02:46:36
Sent by: ode-bounces at q12.org
To: o
cc:
Subject: [ODE] notes on the quickstep method
the quickstep method works well so far for stacks of boxes and for some
mechanisms and structures, but not very well for articulated creatures
with motors. i've figured out the reason why: the SOR method that is
used performs very poorly for ill-conditioned (near singular) systems -
and with ODE it's very easy to make near singular systems.
for example, you can get a singular system if two motors are fighting
each other, e.g. if there are two creature legs on the ground, friction
is high and the legs are being forced against each other. also, too many
contact points with nonzero friction will cause problems too.
i also implemented a conjugate gradient LCP method, but it performs
about the same.
anyway, i'm still pondering how this situation can be improved.
for some light reading about the performance of various LCP methods,
check out this paper:
http://www.ep.liu.se/ecp/010/004/ecp01004.pdf
(the author is a former colleague of mine, very smart guy).
russ.
--
Russell Smith
http://www.q12.org
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