Patents by Inventor Feodor BENEVOLENSKI

Feodor BENEVOLENSKI has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 11256835
    Abstract: A system and method for solving linear complementarity problems for rigid body simulation is disclosed. The method includes determining one or more contact constraints affecting an original object having an original mass. The method includes splitting the original object by a total number of the contact constraints into a plurality of sub-bodies. The method includes assigning a contact constraint to a corresponding sub-body. The method further includes solving contact constraints in isolation for each sub-body. The method also includes enforcing positions and orientations of each sub-body are identical.
    Type: Grant
    Filed: February 20, 2020
    Date of Patent: February 22, 2022
    Assignee: NVIDIA Corporation
    Inventors: Andrey Voroshilov, Feodor Benevolenski, Richard Tonge
  • Patent number: 10776532
    Abstract: A system and method for solving linear complementarity problems for rigid body simulation is disclosed. The method includes determining a plurality of modified effective masses for a plurality of contacts between a plurality of bodies, wherein each modified effective mass term is based on a corresponding number of contacts. A plurality of relative velocities is determined based on the plurality of body velocities determined from a last iteration. A plurality of impulse corrections is determined based on the plurality of modified effective masses and the plurality of relative velocities. A plurality of updated impulses is determined based on the impulse corrections. The plurality of updated impulses is applied to the plurality of bodies based on a plurality of original masses of the bodies, body velocities determined from the last iteration, to determine a plurality of updated velocities of the plurality of bodies.
    Type: Grant
    Filed: February 22, 2013
    Date of Patent: September 15, 2020
    Assignee: NVIDIA CORPORATION
    Inventors: Richard Tonge, Feodor Benevolenski, Andrey Voroshilov
  • Publication number: 20200193073
    Abstract: A system and method for solving linear complementarity problems for rigid body simulation is disclosed. The method includes determining one or more contact constraints affecting an original object having an original mass. The method includes splitting the original object by a total number of the contact constraints into a plurality of sub-bodies. The method includes assigning a contact constraint to a corresponding sub-body. The method further includes solving contact constraints in isolation for each sub-body. The method also includes enforcing positions and orientations of each sub-body are identical.
    Type: Application
    Filed: February 20, 2020
    Publication date: June 18, 2020
    Inventors: Andrey Voroshilov, Feodor Benevolenski, Richard Tonge
  • Patent number: 10614257
    Abstract: A system and method for solving linear complementarity problems for rigid body simulation is disclosed. The method includes determining one or more contact constraints affecting an original object having an original mass. The method includes splitting the original object by a total number of the contact constraints into a plurality of sub-bodies. The method includes assigning a contact constraint to a corresponding sub-body. The method further includes solving contact constraints in isolation for each sub-body. The method also includes enforcing fixed joint constraints exactly, such that positions and orientations of each sub-body are identical.
    Type: Grant
    Filed: February 22, 2013
    Date of Patent: April 7, 2020
    Assignee: NAVIDIA Corporation
    Inventors: Richard Tonge, Feodor Benevolenski, Andrey Voroshilov
  • Publication number: 20140244221
    Abstract: A system and method for solving linear complementarity problems for rigid body simulation is disclosed. The method includes determining one or more contact constraints affecting an original object having an original mass. The method includes splitting the original object by a total number of the contact constraints into a plurality of sub-bodies. The method includes assigning a contact constraint to a corresponding sub-body. The method further includes solving contact constraints in isolation for each sub-body. The method also includes enforcing fixed joint constraints exactly, such that positions and orientations of each sub-body are identical.
    Type: Application
    Filed: February 22, 2013
    Publication date: August 28, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Richard TONGE, Feodor BENEVOLENSKI, Andrey VOROSHILOV
  • Publication number: 20140244222
    Abstract: A system and method for solving linear complementarity problems for rigid body simulation is disclosed. The method includes determining a plurality of modified effective masses for a plurality of contacts between a plurality of bodies, wherein each modified effective mass term is based on a corresponding number of contacts. A plurality of relative velocities is determined based on the plurality of body velocities determined from a last iteration. A plurality of impulse corrections is determined based on the plurality of modified effective masses and the plurality of relative velocities. A plurality of updated impulses is determined based on the impulse corrections. The plurality of updated impulses is applied to the plurality of bodies based on a plurality of original masses of the bodies, body velocities determined from the last iteration, to determine a plurality of updated velocities of the plurality of bodies.
    Type: Application
    Filed: February 22, 2013
    Publication date: August 28, 2014
    Applicant: NVIDIA CORPORATION
    Inventors: Richard TONGE, Feodor BENEVOLENSKI, Andrey VOROSHILOV