Rigid Body Simulation via Relative Sleeping Merging

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Solution Overview

Problem

Existing methods for simulating motion of rigid body objects in virtual environments are computationally expensive, especially when dealing with multiple objects in contact or under constraints, leading to inefficiencies and potential numerical errors.

Innovation Solution

Implementing a method that uses relative sleeping to merge rigid body objects that are in contact and have a relative velocity meeting a threshold, allowing the physics solver to treat them as a single merged object, thereby reducing the number of equations to solve and computational effort.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional physics simulation methods are used to simulate motion of multiple rigid body objects, then simulation accuracy is maintained, but computational expense increases significantly

Engineering Contradiction:
Improvesimulation accuracyVSAvoidcomputational expense
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent merges multiple rigid body objects into a single composite rigid body object when they are in contact and have zero relative velocity. This merging reduces the number of objects the physics solver must process, thereby decreasing computational expense while maintaining simulation accuracy for the merged group. The merged object retains the physical properties (mass, moment of inertia) of the individual objects, ensuring accurate simulation behavior.

Inventive Principle:
Principle #5Merging (Combining)

2Productivity

If the number of rigid body objects and contacts is reduced by merging, then computational efficiency improves, but simulation complexity increases

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidsimulation complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements dynamic merging and separation of rigid body objects based on real-time relative velocity conditions. When relative velocity is zero, objects are merged to improve efficiency; when relative velocity exceeds a threshold, objects are separated to maintain accuracy. This dynamic adjustment optimizes the balance between computational efficiency and simulation complexity throughout the simulation process.

Inventive Principle:
Principle #15Dynamics

3Loss of time

If rigid body objects are merged into a single object, then the number of equations to solve is reduced, but the complexity of each equation increases

Engineering Contradiction:
Improvesolver timeVSAvoidequation complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent merges multiple rigid body objects into a single composite object with aggregated physical properties. The composite object's mass is the sum of individual masses, and its moment of inertia is calculated based on the distribution of individual objects' masses and positions. This merging reduces the number of differential equations the physics solver must integrate, thereby reducing solver time despite the increased complexity of each merged object's properties.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS20250061638A1Rigid body simulation by relative sleeping
Publication Date: 2025.02.20 ROBLOX CORP
  • US20250061638A1 patent drawing
  • US20250061638A1 patent drawing
  • US20250061638A1 patent drawing

AI summary

Some implementations relate to methods, systems, and computer-readable media for determining updated states of rigid body objects. In some implementations, the method includes receiving a model representation of rigid body objects, receiving an input state of the rigid body objects, determining that a relative velocity meets a threshold velocity, responsive to determining that a first rigid body object and a second rigid body object are in contact and that the relative velocity meets the threshold velocity, constructing a merged representation that represents the first rigid body object and the second rigid body object, applying a solver based on the input state and the merged representation to obtain an updated state for the first rigid body object and the second rigid body object, and causing the first rigid body object and the second rigid body object in the updated state to be displayed within a virtual environment.