Key points are not available for this paper at this time.
This paper presents a stable penalty-based model for simulating frictional contacts between many complex objects. The major advantage of our model is that it solves the problems in implementing Coulomb's friction model for computer simulation: iterative computation and slip velocity threshold. We also introduce a robust method for computing the normal vector and penetration depth at each contact point of a pair of interpenetrating polygonal objects. We demonstrate the validity and usability of the model by comparing the simulation results with closed-form solutions of Coulomb's friction model and conventional friction model, as well as performing dynamics simulation of highly complex scenes with tens of objects composed of thousands of polygons
Yamane et al. (Mon,) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: