Smoothly Differentiable and Efficiently Vectorizable Contact Manifold Generation

📅 2026-02-23
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This work addresses the inefficiency of existing differentiable simulation frameworks in generating contact manifolds due to conventional collision-handling logic, which hinders both differentiability and parallel computation. The authors propose a novel contact manifold generation method that balances efficiency and differentiability by bridging convex primitives and distance-barrier approaches. Specifically, they introduce smooth, analytically defined signed distance primitives for vertex–face collisions and, for the first time, present a differentiable edge–edge collision routine that simultaneously outputs signed distances and contact normals. Implemented within a JAX-based, massively vectorized framework, the method demonstrates significantly faster collision detection than Mujoco XLA on benchmark tasks, thereby validating its dual advantages in computational efficiency and end-to-end differentiability.

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📝 Abstract
Simulating rigid-body dynamics with contact in a fast, massively vectorizable, and smoothly differentiable manner is highly desirable in robotics. An important bottleneck faced by existing differentiable simulation frameworks is contact manifold generation: representing the volume of intersection between two colliding geometries via a discrete set of properly distributed contact points. A major factor contributing to this bottleneck is that the related routines of commonly used robotics simulators were not designed with vectorization and differentiability as a primary concern, and thus rely on logic and control flow that hinder these goals. We instead propose a framework designed from the ground up with these goals in mind, by trying to strike a middle ground between: i) convex primitive based approaches used by common robotics simulators (efficient but not differentiable), and ii) mollified vertex-face and edge-edge unsigned distance-based approaches used by barrier methods (differentiable but inefficient). Concretely, we propose: i) a representative set of smooth analytical signed distance primitives to implement vertex-face collisions, and ii) a novel differentiable edge-edge collision routine that can provide signed distances and signed contact normals. The proposed framework is evaluated via a set of didactic experiments and benchmarked against the collision detection routine of the well-established Mujoco XLA framework, where we observe a significant speedup. Supplementary videos can be found at https://github.com/bekeronur/contax, where a reference implementation in JAX will also be made available at the conclusion of the review process.
Problem

Research questions and friction points this paper is trying to address.

contact manifold generation
differentiable simulation
vectorization
rigid-body dynamics
collision detection
Innovation

Methods, ideas, or system contributions that make the work stand out.

differentiable simulation
contact manifold
signed distance function
vectorization
rigid-body dynamics
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