Closed lyd405121 closed 2 years ago
The Unified Particle Physics for Real-Time Applications paper explains how Flex works internally
In this paper they explain that they sample the rigid bodies with particles and then use shape matching to simulate the rigid bodies. In contrast our library uses a proper rigid body model as described (for example) here: https://animation.rwth-aachen.de/publication/0513/
I have learned a lot from this repository and your paper, and I want to implement this repository fully on gpu . Recent days, I am learning the Flex engine and Matthias Müller's《Ten Minute Physics》 Here's my video about my work:![ik](https://user-images.githubusercontent.com/16344694/143983952-8a418238-a8fe-4c17-8eec-7c0c3ff0ec7f.gif)
Here is the difference I found in rigidbody simulation between this repository and Flex:
In this repository : model files(ply) → aabb(or kdtree) → collision detect → conact found → sovle constraint
And in Flex: model files(ply) → particle(discretization, like sdf) → invisible(because Flex is not open source project)
So, the rigidboy simuliton in this repository don't include any particles, just vertex from the model files. Is that right? I guess you and Matthias Müller, Miles Macklin are old friends, maybe you know well about the Flex engine :)