ComFree-Sim: A GPU-Parallelized Analytical Contact Physics Engine for Scalable Contact-Rich Robotics Simulation and Control
Organizations: Intelligent Robotics and Interactive Systems (IRIS) Lab, Arizona State University · Siebel School of Computing and Data Science, University of Illinois at Urbana-Champaign
Abstract
Physics simulation for contact-rich robotics is often bottlenecked by contact resolution: mainstream engines enforce non-penetration and Coulomb friction via complementarity constraints or constrained optimization, requiring per-step iterative solves whose cost grows superlinearly with contact density. We present ComFree-Sim, a GPU-parallelized analytical contact physics engine built on complementarity-free contact modeling. ComFree-Sim computes contact impulses in closed form via an impedance-style prediction--correction update in the dual cone of Coulomb friction. Contact computation decouples across contact pairs and becomes separable across cone facets, mapping naturally to GPU kernels and yielding near-linear runtime scaling with the number of contacts. We further extend the formulation to a unified 6D contact model capturing tangential, torsional, and rolling friction, and introduce a practical dual-cone impedance heuristic. ComFree-Sim is implemented in Warp and exposed through a MuJoCo-compatible interface as a drop-in backend alternative to MuJoCo Warp (MJWarp). Experiments benchmark penetration, friction behaviors, stability, and simulation runtime scaling against MJWarp, demonstrating near-linear scaling and 2--3 times higher throughput in dense contact scenes with comparable physical fidelity. We deploy ComFree-Sim in real-time MPC for in-hand dexterous manipulation on a real-world multi-fingered LEAP hand and in dynamics-aware motion retargeting, demonstrating that low-latency simulation yields higher closed-loop success rates and enables practical high-frequency control in contact-rich tasks.
Figures & tables
| Pos Error [m] | Quat Error | MPPI Time [ms] | Task completion time [s] | Success Rate (%) | ||||||
| Object | ComFree | MJWarp | ComFree | MJWarp | ComFree | MJWarp | ComFree | MJWarp | ComFree | MJWarp |
| Cube (Yaw) | 0.0106 0.0028 | 0.0119 0.0041 | 0.0231 0.0081 | 0.0236 0.0103 | 28.2308 2.0053 | 54.5961 5.5158 | 42.4261 21.3724 | 60.6831 40.9661 | 80.00 | 65.00 |
| Cube (Roll/Pitch) | 0.0087 0.0036 | 0.0114 0.0032 | 0.0250 0.0084 | 0.0291 0.0054 | 27.7969 1.0890 | 56.4415 5.5757 | 20.1756 12.0413 | 74.3734 44.2553 | 55.00 | 30.00 |
| Duck (Yaw) | 0.0150 0.0020 | 0.0116 0.0028 | 0.0255 0.0066 | 0.0186 0.0104 | 18.2271 0.7618 | 41.8674 9.3805 | 28.7974 18.4190 | 49.4049 29.3045 | 50.00 | 25.00 |
| Duck (Roll/Pitch) | 0.0183 0.0012 | 0.0180 0.0000 | 0.0191 0.0036 | 0.0195 0.0000 | 13.9000 5.8266 | 49.2301 0.0000 | 24.8061 15.4174 | 7.6724 0.0000 | 20.00 | 10.00 |
| SpamTin (Yaw) | 0.0161 0.0013 | 0.0164 0.0011 | 0.0194 0.0085 | 0.0172 0.0036 | 20.0710 0.8337 | 52.4135 2.4810 | 29.3871 18.3080 | 53.0317 21.1797 | 65.00 | 15.00 |
| Pos. Error | Quat. Error | Joint Error | Obj. Error | Obj. Quat. Error | MPPI. Time (s) | |||||||
| Task | ComFree | MJWarp | ComFree | MJWarp | ComFree | MJWarp | ComFree | MJWarp | ComFree | MJWarp | ComFree | MJWarp |
| Cartwheels | 0.037 0.002 | 0.033 0.001 | 0.100 0.004 | 0.074 0.001 | 0.692 0.008 | 0.682 0.007 | – | – | – | – | 0.529 0.422 | 0.705 0.490 |
| Martial Arts | 0.047 0.003 | 0.028 0.001 | 0.118 0.005 | 0.076 0.002 | 0.830 0.007 | 0.794 0.007 | – | – | – | – | 0.589 0.336 | 0.774 0.492 |
| Dance | 0.037 0.001 | 0.033 0.000 | 0.094 0.003 | 0.069 0.000 | 0.881 0.003 | 0.871 0.001 | – | – | – | – | 0.481 0.367 | 0.646 0.428 |
| Getup | 0.036 0.001 | 0.032 0.000 | 0.088 0.003 | 0.068 0.001 | 0.705 0.003 | 0.682 0.003 | – | – | – | – | 0.473 0.388 | 0.572 0.342 |
| PushBox | 0.103 0.017 | 0.080 0.005 | 0.079 0.010 | 0.057 0.002 | 0.246 0.022 | 0.196 0.004 | 0.169 0.082 | 0.098 0.010 | 0.260 0.146 | 0.161 0.018 | 1.171 1.189 | 0.719 0.708 |
Robotics Simulation
Robotics simulation builds virtual robots and environments to model, train, and evaluate autonomous systems before real-world deployment.
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