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 dynamics, thereby inheriting well-known physical artifacts, including lift-off and artificial compliance in the normal direction, as well as creep in the tangential direction. Second, its contact-group reparameterization scheme, which rescales spring-damper forces using a single factor per collision pair, could not be integrated with other constraints required by a full-fledged simulator, such as joint limits and welds. Lodos-v2 addresses both limitations through two main contributions. First, it introduces an efficient algorithm for solving the exact frictional contact problem by sequentially solving a cascade of convex relaxations in primal form within an outer proximal minimization loop. Second, it extends the contact-group reparameterization scheme of Lodos-v1 to the primal formulation of cone-complementarity-based contact dynamics, 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.
Figures & tables
Figure 1. Benchmark scenes used to compare the throughput of Lodos-v2 against established simulation frameworks. Top: A representative frame from each scene, simulated using Lodos-v2’s exact mode. Bottom: The speed-up achieved by Lodos-v2 (using the per contact parameterization) over each baseline in terms of maximum achievable throughput, computed from Tables 1 and 2 .
Lodos-v2, mj mode
scene
per contact
cone
ray
MJWarp
speed-up
cube_walled_5_polytope
1.61M @8192
–
–
1.11M @8192
1.45 ×
cube_walled_5_sdf
551k @4096
1.27M @8192
1.86M @8192
276k @2048
6.76 ×
arm_walled_5_polytope
985k @8192
–
–
163k @2048
6.04 ×
arm_walled_5_sdf
1.24M @4096
1.25M @8192
1.97M @8192
238k @2048
8.29 ×
shadow_grasp_polytope
1.18M @8192
–
–
432k @32768
2.73 ×
Table 1. Lodos-v2’s MuJoCo mode against MJWarp. Each configuration’s best throughput, in world-steps per second at the batch size after @ (k =103 , M =106 ), and the speed-up of Lodos-v2’s fastest configuration over MJWarp’s best.
Lodos-v2, exact mode
scene
per contact
cone
ray
Kamino
speed-up
cube_walled_5_polytope
711k @8192
–
–
589k @4096
1.21 ×
cube_walled_5_sdf
225k @2048
596k @8192
1.08M @4096
–
1.83 ׇ
arm_walled_5_polytope
408k @8192
–
–
58.3k @128
6.99 ×
arm_walled_5_sdf
523k @4096
544k @4096
1.12M @8192
–
19.26 ׇ
shadow_grasp_polytope
983k @8192
–
–
11.1k @512
88.33 ×
Table 2. Lodos-v2’s exact mode against Kamino. The best throughput achieved by each configuration and the speed-up of Lodos-v2’s fastest configuration. Kamino is evaluated only on the polytope versions of the scenes. The symbol ‡ indicates comparisons between Lodos-v2 on the original surfaces and Kamino on the corresponding polytope versions. The threading task has no polytope version, and therefore does not include a Kamino baseline. Similarly, Kamino was excluded from the twenty-hands scene because benchmarking was prohibitively slow (at a batch size of 16, each simulation step took 7.2 s).
In recent years, massively parallelized rigid-body simulation has played a central role in robotics research, enabling rapid progress in areas such as reinforcement learning, stochastic optimal control, and randomized smoothing-based trajectory optimization. Particularly in contact-rich settings, the scalability of such simulations in large part depends on well-optimized representations of collision geometry, often requiring a coarse approximation of the underlying surfaces using primitives such as spheres, capsules, cylinders, and boxes. Whenever the complexity of the surfaces or the precision demands of the application render such approximations insufficient, it is instead necessary to employ mesh-mesh collisions, which impose a significant reduction in throughput. This paper proposes a simulation framework designed from scratch to address this bottleneck, with novel routines for broadphase and narrowphase collision detection as well as the subsequent contact dynamics computation. As experimentally validated, the framework matches existing well-established simulators in terms of physical faithfulness, and can achieve approximately an order of magnitude higher throughput in the detailed mesh-mesh collision setting that it specializes in. The source code is available at https://github.com/martius-lab/lodos.
Onur Beker, Andreas René Geist, Georg Martius
University of Tübingen · Max Planck Institute for Intelligent Systems
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.
Chetan Borse, Zhixian Xie, Wei-Cheng Huang +1
Intelligent Robotics and Interactive Systems (IRIS) Lab, Arizona State University · Siebel School of Computing and Data Science, University of Illinois at Urbana-Champaign
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.
Onur Beker, Andreas René Geist, Anselm Paulus +4
University of Tübingen · Idiap Research Institute · EPFL