Your interpretation of how gravity should be applied appears to be flawed. Gravity is a force that acts on the body, your collision should produce another force. You sum these forces to find the acceleration of your body. Assuming you have damping, after a certain number of bounces the force due to gravity and the force due to contact will cancel and the body will be at rest.
Apologies, my explanation may appear flawed, but I do apply gravity just like you say I should. The jittering arises because of these forces. Say the body is in resting state, and gravity will apply a force making it collide with the body. For the sake of clarity, say this force is exactly (0.0f, -0.05f, 0.0f). Now on collision, due to the restitution choosen, another impulse in the reverse direction is applied - I don't have the exact values, but lets say its somewhere around (0.0f, 0.15f, 0.0f). Now combine those, and the final velocity of the object is (0.0f, 0.1f, 0.0f), which means the body will rise. In the next two frames, the body will fall unhindered, until in the third frame gravity drags it into the floor again, resulting in the force that is pushing it up by (0.0, 0.1f, 0.0f) again, and repeats. The issue is a bit different, but I can't test it right now. Do you still get where I'm going at? The jittering is not caused by the accumulated velocity, but by the initial gravtiy that is added every frame, causing the floor to push the sphere out by a noticable amount due to its restitution. Therefore the body will never come to rest, because even if it has a velocity of exaclty 0.0f, the next step gravity will start the process all over again. As I said, in the "impulse engine" from the tutorial I was following, they cancelled this effect out by setting the restitution to 0 if the velocity is smaller than one-step gravtiy. How is a normal damping/restitution-system supposed to cancel this out anyway?