Spring Element Simulation for Static Friction

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current computer graphics simulations struggle to realistically represent interactions between objects, particularly in simulating static friction, which is crucial for creating realistic behaviors like 'stiction' between objects.

Innovation Solution

A computer-implemented method and system that create and manage spring elements between objects, allowing for the simulation of static friction by defining properties such as rest length, stiffness, and damping, and dynamically attaching or detaching these elements based on predefined criteria, enabling realistic interaction simulations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If spring elements are created between all objects within a predefined distance, then the realism of static friction simulation is improved, but the computational complexity and number of elements increase

Engineering Contradiction:
Improverealism of static friction simulationVSAvoidnumber of spring elements
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by creating spring elements only at specific contact points between objects rather than uniformly across all surfaces. The system identifies discrete source points on one object and target points on another, creating spring elements only where actual contact occurs. This localized approach maintains simulation realism while reducing the total number of spring elements compared to a universal coverage approach.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the contact interaction into discrete spring elements connecting specific source and target points. Rather than treating friction as a continuous force field, the system divides it into individual spring connections at contact locations. Each spring element represents a localized friction interaction, allowing the system to manage complexity by treating friction as a collection of discrete, independently calculable elements.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If spring elements are dynamically created and detached based on criteria, then the adaptability of the simulation is improved, but the computational processing required increases

Engineering Contradiction:
Improvedynamic response to object interactionsVSAvoidcomputational processing speed
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent implements dynamics by making the spring element system adaptive rather than static. Spring elements are dynamically created when objects come within a predefined distance and detached when they move beyond a threshold. The system continuously evaluates creation and detachment criteria based on object positions, allowing the simulation to adapt to changing interactions. This dynamic behavior enables realistic static friction simulation while the criterion-based approach provides computational efficiency by avoiding unnecessary calculations for non-contacting objects.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If multiple criteria are checked for spring element creation, then the precision of interaction simulation is improved, but the complexity of control logic increases

Engineering Contradiction:
Improveaccuracy of contact detectionVSAvoidcontrol logic structure
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-defining creation and detachment criteria before the simulation runs. The system establishes predefined distances, spring element properties, and detachment thresholds in advance. During simulation, the system only needs to evaluate whether current object positions meet these pre-established criteria, rather than computing complex friction models in real-time. This preliminary setup maintains high precision in contact detection while simplifying the runtime control logic to basic threshold comparisons.

Inventive Principle:
Principle #10Preliminary action

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach allows for the realistic simulation of static friction and 'stiction' between objects, enhancing the realism of object interactions in computer graphics by accurately representing attractive and repulsive forces, and enabling the creation of complex behaviors like grab and release animations.

Implementation Method 1

creating a spring element having respective ends at the source point and the target point, and setting at least one property of the spring element

Methodology Applied
Scientific EffectElasticity: Elasticity

Implementation Method 2

creating a spring element having respective ends at the source point and the target point, and setting at least one property of the spring element

Methodology Applied
Scientific EffectHooke's Law: Hooke's Law

Implementation Method 3

One example of a force that can be represented in a simulation process is static friction, or 'stiction'. Generally, friction is the resistive force that can occur between objects depending on their surface characteristics

Methodology Applied
Scientific EffectFriction: Friction

Data Source

PatentUS9665966B2Simulation object connections
Publication Date: 2017.05.30 LUCASFILM ENTERTAINMENT COMPANY LTD
  • US9665966B2 patent drawing
  • US9665966B2 patent drawing
  • US9665966B2 patent drawing

AI summary

Representing a connection between objects in a simulation includes identifying, on a source object to be used in a simulation process, a source point that is available for creating a connection to another object. On a target object, a target point is identified for use in creating the connection. At least one of the source object and the target object is a rigid object. A spring element having respective ends at the source point and the target point is created, and at least one property thereof is set. A system includes an animation module, and a simulation module that performs a simulation process involving creating, and setting a property of, a spring element having respective ends at a source point on the source object and a target point on the target object.