54 research outputs found

    Optimization algorithms for the solution of the frictionless normal contact between rough surfaces

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    This paper revisits the fundamental equations for the solution of the frictionless unilateral normal contact problem between a rough rigid surface and a linear elastic half-plane using the boundary element method (BEM). After recasting the resulting Linear Complementarity Problem (LCP) as a convex quadratic program (QP) with nonnegative constraints, different optimization algorithms are compared for its solution: (i) a Greedy method, based on different solvers for the unconstrained linear system (Conjugate Gradient CG, Gauss-Seidel, Cholesky factorization), (ii) a constrained CG algorithm, (iii) the Alternating Direction Method of Multipliers (ADMM), and (iviv) the Non-Negative Least Squares (NNLS) algorithm, possibly warm-started by accelerated gradient projection steps or taking advantage of a loading history. The latter method is two orders of magnitude faster than the Greedy CG method and one order of magnitude faster than the constrained CG algorithm. Finally, we propose another type of warm start based on a refined criterion for the identification of the initial trial contact domain that can be used in conjunction with all the previous optimization algorithms. This method, called Cascade Multi-Resolution (CMR), takes advantage of physical considerations regarding the scaling of the contact predictions by changing the surface resolution. The method is very efficient and accurate when applied to real or numerically generated rough surfaces, provided that their power spectral density function is of power-law type, as in case of self-similar fractal surfaces.Comment: 38 pages, 11 figure

    Master’s thesis proposal: computation reuse in stacking and unstacking

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    Algorithms for dynamic simulation and control are fundamental to many applications, including computer games and movies, medical simulation, and mechanical design. I propose to explore efficient algorithms for finding a stable unstacking sequence -- an order in which we can remove every object from a structure without causing the structure to collapse under gravity at any step. We begin with a basic unstacking sequence algorithm: consider the set of all objects in a structure. Collect all possible subsets into a disassembly graph. Search the graph, testing the stability of each node as it is visited. Any path of stable nodes from start to goal is a stable unstacking sequence. I propose to show how we can improve the performance of individual stability tests for three-dimensional structures with Coulomb friction, and give effective methods for searching the disassembly graph. I will also analyze the computational complexity of stable unstacking problems, and explore a classification of structures based on characteristics of their stable unstacking sequences. In preliminary work, I have shown that we can reuse computation from one stability test of a planar subassembly to the next. The implementation, which solves the system dynamics as a linear complementarity problem (LCP), outperforms an implementation that solves the system statics as a linear program (LP). This is surprising because LCPs are more complex than LPs, and dynamics equations are more complex than statics equations

    Contact modeling as applied to the dynamic simulation of legged robots

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    The recent studies in robotics tend to develop legged robots to perform highly dynamic movement on rough terrain. Before implementing on robots, the reference generation and control algorithms are preferably tested in simulation and animation environments. For simulation frameworks dedicated to the test of legged locomotion, the contact modeling is of pronounced signi cance. Simulation requires a correct contact model for obtaining realistic results. Penalty based contact modeling is a popular approach that de nes contact as a spring - damper combination. This approach is simple to implement. However, penetration is observed in this model. Interpenetration of simulated objects results in less than ideal realism. In contrast to penalty based method, exact contact model de nes the constraints of contact forces and solves them by using analytical methods. In this thesis, a quadruped robot is simulated with exact contact model. The motion of system is solved by the articulated body method (ABM). This algorithm has O(n) computational complexity. The ABM is employed to avoid calculation of the inverse of matrices. The contact is handled as a linear complementarity problem and solved by using the projected Gauss Seidel algorithm. Joint and contact friction terms consisting of viscous and Coulomb friction components are implemented
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