Lodos-v2: An Efficient Primal Formulation of the Exact Frictional Contact Problem
Overview
This paper introduces Lodos-v2, a GPU-based simulation framework designed for high-throughput rigid-body dynamics with contact. It resolves limitations in its predecessor, Lodos-v1, by solving the exact frictional contact problem through sequential convex relaxations in primal form and extending the contact-group reparameterization scheme to integrate with full simulator constraints like joint limits. Experiments show improved throughput over established frameworks, with source code available on GitHub.
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Environment: simulation
“arXiv:2611.08868v1 Announce Type: new Abstract: Lodos-v2 is a GPU-based simulation framework for massively parallel rigid-body dynamics with contact. It is specifically designed to achieve high throughput in scenes involving collisions among large numbers of detailed meshes. Its predecessor, Lodos-v1, had two main limitations. First, it solved the standard convex relaxation of cone-complementarity-based contact dynam”
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“cs, enabling its integration with the other constraints of a full-fledged simulator. Experiments demonstrate that these contributions result in throughput improvements over established rigid-body simulation frameworks. The source code is available at https://github.com/martius-lab/lodos.”
Exact source · revision 1Source owner not reported
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- arXiv Robotics — research abstractsSignalLodos-v2: An Efficient Primal Formulation of the Exact Frictional Contact Problem
This paper introduces Lodos-v2, a GPU-based simulation framework designed for high-throughput rigid-body dynamics with contact. It resolves limitations in its predecessor, Lodos-v1, by solving the exact frictional contact problem through sequential convex relaxations in primal form and extending the contact-group reparameterization scheme to integrate with full simulator constraints like joint limits. Experiments show improved throughput over established frameworks, with source code available on GitHub.
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