Closed GoogleCodeExporter closed 8 years ago
Hi Saggita,
Thanks for the input again. My reference for IMEX is the first paper you linked i.e. http://www.multires.caltech.edu/pubs/GI99.pdf . The code is entirely based on the pseudocode given in Fig. 6 I kept the variable names same as in the pseudocode. W is precalculated in lines 212-216 in InitGL function.
I truncate the Hessian matrix to a 3x3 matrix since it will be used for each
point individually rather than solving it for the whole system as is done in
the implicit integration.
I am not sure whether my approach of truncating the hessian matrix is correct
what do you say.
The reason I kept this code public was so that we could have a refined
implementations as reference for others. However, you are the only person who
is giving me good feedback and comments.
Thanks for the insights and valuable feedback i really admire your effort. I
will answer the other issue in depth when I have some time.
Original comment by mmmova...@gmail.com
on 22 Mar 2012 at 3:18
[deleted comment]
Hi Mobeen,
Thank you for your prompt answer.
Regarding truncating H matrix, I don't think it is correct. The W matrix is
supposed to be dense(not sparse matrix) even though H is sparse. Inverting a
matrix is complicated process even for a sparse one.
Thank you.
Dongsoo Han
Original comment by saggitas...@gmail.com
on 23 Mar 2012 at 12:11
Hmm so I think I would have to generate a big matrix H for the entire point
mesh (3x3 matrix per point as in implicit integration) and then solve it using
an iterative solver? Is that the right approach?
Original comment by mmmova...@gmail.com
on 25 Mar 2012 at 6:28
Hi saggita,
I saw your youtube videos (all of them) you have some pretty solid work there. By the way based on your experience, I would like to ask you what is the best (fast and stable) method for doing collision in Cloth (both self collision and between cloth-triangular mesh).
I think for limiting the amount of tests, you have to use spatial hashing but
do you know of a solid reference which deals with cloth collision in-depth?
Original comment by mmmova...@gmail.com
on 25 Mar 2012 at 6:57
For example, in your cloth-bunny demo and cloth-cylinder demo, what method do u
use for collision and how well does it perform?
Original comment by mmmova...@gmail.com
on 25 Mar 2012 at 6:59
[deleted comment]
Hi,
First of all, for the comment 4, if you want to invert the matrix H, I believe
you can either use Gaussian elimination or backward substitute with LU
decomposition. I believe there should be better way to do for sparse matrix but
my knowledge is limited here.
Regarding comment 5 and 6, I am following the paper linked below.
http://www.graphics.stanford.edu/papers/cloth-sig02/
So all of cloth vs object or cloth vs cloth including self-collision is based
on mesh-mesh collision handling using continuous collision detection. I don't
use rigid impact zone though. My cloth simulation is not meant to be realtime.
I will try to help you out later.
Thank you.
Dongsoo Han
Original comment by saggitas...@gmail.com
on 26 Mar 2012 at 11:26
I found a good paper about sparse direct solvers as below:
ftp://ftp.numerical.rl.ac.uk/pub/reports/ghsRAL200505.pdf
I haven't tried any of them yet though.
Original comment by saggitas...@gmail.com
on 9 Apr 2012 at 8:50
OK I am working to remove this issue
Original comment by mmmova...@gmail.com
on 29 Mar 2014 at 6:41
OK I have corrected my IMEX implementation based on Desbrun et al. paper
http://www.multires.caltech.edu/pubs/GI99.pdf. The results are amazing. So this
issue is resolved. I will check in the latest code very soon containing the new
implementation.
Original comment by mmmova...@gmail.com
on 8 Apr 2014 at 7:25
Original issue reported on code.google.com by
saggitas...@gmail.com
on 21 Mar 2012 at 4:49