Wednesday, November 09, 2011
Jumpin Donuts
Here's another test of the softbody solver I'm currently filling my spare time writing. This example has roughly 23000 vertices and runs at approx. 1-2 mins per frame. Pardon the ugly OpenGL representation - geometry output to a proper renderer is on the backburner as I'm still optimizing a few things in the collision loop.
Tuesday, November 01, 2011
Another softbody solver test
Here's another Maya playblast of the softbody solver I'm working on in my spare time. The main limitation visible here is the fact that the level set collision algorithm, which I'm using for all static objects in this simulation, only handles particles, not edges or triangles. This means the softbodies will snag wherever the static objects get thin enough to enter the spaces between the particles. The immediate workaround, which in the past I've successfully employed with the hair solver which this is a generalization of, is to enable mesh-based collisions for thin non-deforming objects. However, this means losing the very advantageous efficiency and robustness of level set based collisions. More results to come...
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