Adaptation of Signorini’s problem for interactive simulations Christian Duriez, Claude Andriot CEA LIST SCRI Fontenay-aux-Roses, France christian.duriez@cea.fr Abderrahmane Kheddar AIST/ISI-CNRS Joint Japanese-French Robotics Laboratory (JRL) Tsukuba, Japan abderrahmane.kheddar@aist.go.jp Abstract—Having a representation of an object and its behavior before a rough physical model is available is an option that is being taken up more and more widely in industry. Advances in virtual prototyping, which is becoming interactive thanks to real-time computations, are opening up new prospects for this type of simulation in many areas. Modeling deformable bodies may be necessary for several tasks such as mounting / dismounting snap-in tasks or when cables are considered in the virtual environment. The physical model of deformable material behavior and the geometric level of detail can’t be simplified too much. To reach a “physical realism”, in the haptic perception, contact forces between objects must be integrated correctly. Signorini has proposed a physical model of contacts between a deformable object and its rigid environment. This model is extended to solve for contacts between two deformable objects. This paper presents resolution of the Signorini’s problem applied on deformable objects in an interactive simulation context. The deformation behavior is modeled by finite element method. I. INTRODUCTION In this introduction, the advances in virtual prototyping are described especially with the example of the CEA approach. Challenging works on deformable models in this area are presented. A. From design to maintenance Virtual prototyping used in industrial environments allows reductions in development times, product industrialization costs, and associated training and maintenance costs. Available computation’ speed capabilities enable to generate virtual environments representing manufacturing systems close to real and make possible to operate in an interactive mode. Virtual prototyping is actually only the front end of a product life management (PLM) process taking on board all constraints related to manufacturing (robotics, ergonomics), use and maintenance (training). All the computer-aided design (CAD) majors such as Catia (from Dassault Syst`emes) or PTC (from Parametric Technology Corporation) are opened to this functionality. There is a need from all buoyant industrial sectors, such as automotive, aerospace, transportation, energy, but equally from architecture, cultural and medical sectors. Presently, automotive and aerospace manufacturers still widely use physical mockups, in order for instance, to “prototype” assembly or maintenance operations. However, as a visualization tool, such mockups do have two major drawbacks: ² they are expensive, and ² often obsolete since they do not always represent the latest version of the product. This is why these industries are increasingly trying to substitute them by numerical (“digital”) mockups based on best of what may offer virtual/augmented reality techniques allowing different degrees of immersion of the designer/user within the virtual mockups, and increasing the design performance and efficiency. B. Interactive simulation with haptic interfaces As an example, consider automotive industry in assembly. Currently, assembly-line designers use parts made by stereolithography to test part assembly and the associated tooling. Users consider that use of such current simulation software programs as Catia or Robcad is too complex for this type of operation. In the near future, designers will be able to use, on the one hand, stereoscopic visualization systems to prototype their lines, and, on the other hand, haptic interfaces coupled with real-time physical simulation software programs (calculation of collisions and contact forces) to prototype tasks. The goal? To make virtual prototyping tools usable by professionals in industry rather than by specialists, and with no need, for instance, to program a single line of code. Assembly and/or maintenance operation are the major functions of virtual prototyping with haptic feedback. C. Deformable objects A main composing part of a virtual reality platform is the real-time physical simulator. It computes, thanks to describing database and external stimuli, the behavior of the virtual world and the rendering of this behavior output signals. Modeling deformable bodies is necessary for several tasks such as mounting / disassembling and snap-in operations of flexible parts. Haptic interaction allows operators to experience these tasks in a realistic situation manner. Computing deforming objects’ behavior in real-time simulation is a challenging issue. Models are based on continuum mechanics governing laws (i.e. methods that drive links between the geometric strain and the internal stress of the deformed material [9] [15]). Modeling equations are not possible to solve analytically for the general object’s shape. Nevertheless mathematically .....