Search found 32 matches

by kenny
Wed Mar 10, 2010 10:52 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Call for Papers and Participation -- VRIPHYS 2010
Replies: 0
Views: 2486

Call for Papers and Participation -- VRIPHYS 2010

The 7th Workshop on Virtual Reality Interaction and Physical Simulation, VRIPHYS 2010. http://vriphys2010.inrialpes.fr/ The event will take place November 11-12 in Copenhagen, Denmark. I can wholehearted recommend this event, its fun and a lot of new and novel research for interactive physical simul...
by kenny
Wed Jun 07, 2006 7:12 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Number of iterations
Replies: 8
Views: 13975

Exactly how the b-vector would influence the accuracy/iteration tradeoff for an iterative complementarity solver is a bit unclear to me. The b-vector contains the Baumgarte term and the relative velocity we like to eleminate. Take the ODE formulation for example: J*W*JT * lambda = c/dt - J*(v/dt + ...
by kenny
Sun Jun 04, 2006 3:17 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Number of iterations
Replies: 8
Views: 13975

Re: Number of iterations

I have heard a lot of statements in the last time about the number iterations needed to find a stable solution for stacking or articulated structures. Thanks to Erin Catto who shared a lot of information and Erwin Coumans who provides a sample implementation of this (along with his own collision li...
by kenny
Mon Apr 24, 2006 2:36 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Non-convex / non-convex collision: any hints?
Replies: 11
Views: 22562

Erwin asked if I would like to make a few comments on this topic, so here goes.... I completely agree that the most used collision detection approach in computer games today is compounds. That is a collection of simpler geometries. It is very easy to explain to an artist how this works, and further ...
by kenny
Fri Dec 02, 2005 8:22 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Kinetic Sweep and Prune
Replies: 8
Views: 23493

I read the paper, nice work:-) I do have a few questions/remarks: Using an event driven scheme, would the usage of sequential collision response (I got the impression when reading the paper, that this is what you use) cause problems when configurations with infinite sequences are encountered? Have y...
by kenny
Tue Oct 18, 2005 8:41 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: LCP solver optimization
Replies: 12
Views: 25990

i'm arriving to this discussion late, and trying to understand what shock-propagation can do. kenny, my (perhaps poor) understanding is that it's akin to the multigrid method commonly used in PDEs, i.e. you form a coarser representation of the problem, solve that, then use that as a starting point ...
by kenny
Mon Oct 17, 2005 8:20 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: LCP solver optimization
Replies: 12
Views: 25990

Isn?t that similar to what "Shock wave propagation? does when it arbitrarily sets the mass of rigid bodies to infinity based of intuition and without any mathematical or physical explanation. I am not expert but in my mind switching the mass of a body to infinity and dampening the velocity of ...
by kenny
Mon Oct 17, 2005 8:08 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: LCP solver optimization
Replies: 12
Views: 25990

My impression is that shock propagation is not used in commercial engines. It makes for nice demos, but it creates odd behavior in real game play. Does anyone know of a commercial engine that uses shock propagation? No, and I think there is three reasons for this. Firstly, the book-keeping for find...
by kenny
Mon Oct 17, 2005 7:27 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: LCP solver optimization
Replies: 12
Views: 25990

Solving an entire contact manifold between two bodies with a dedicated direct solver might help convergence, then you've kind of reduced the problem to one of iterating over contacts between spheres. Spheres? The mathematical model of a velocity based complementarity based formulation is for ``simu...
by kenny
Sun Oct 16, 2005 8:27 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Baraff's Direct Solver
Replies: 5
Views: 11452

Re: Baraff's Direct Solver

1) Has anybody actually written a code based on the algorithms from Baraff's paper and is it possible to take a look at some parts of it ? I think Baraff and Witkin used to have a company, where they among other things made the initial rigid body simulator used in Maya. I think it was called Coriol...
by kenny
Sun Oct 16, 2005 7:59 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Non-convex / non-convex collision: any hints?
Replies: 11
Views: 22562

Re: Non-convex / non-convex collision: any hints?

Following links are some DivX animations of my first experiments dealing with contacts & collisions (each web page has the link to the AVI and a short description - feel free to add comments) ... Hmm, maybe I was to slow to get around to read your post, but I think the links are dead by now? Th...
by kenny
Sun Oct 16, 2005 7:12 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: LCP solver optimization
Replies: 12
Views: 25990

Yes, it is strange that no convergence results are provided. In fact I rarely see good benchmarks for new algorithms/solvers. At least for graphics I think this is very true, in my opinion engineering and applied math seem to do better, but they often don't care about real-time:-) I have discussed ...
by kenny
Sat Oct 15, 2005 11:42 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: LCP solver optimization
Replies: 12
Views: 25990

Re: LCP solver optimization

I came across this optimization on my own, even though I have actually seen code that uses it. I missed it before because I was busy keeping my Jacobians straight, and it's usually kind of obfuscated. Going back now I've noticed it's in ODE, it's in Erin Catto's paper, it's all over! My question is...
by kenny
Tue Aug 16, 2005 5:06 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: Post Stabilization
Replies: 4
Views: 12157

Re: Post Stabilization

I implemented post stabilization ...[snip]... has the advantage that the interpenetration resolvement doesn't contribute to the pesistent momentum. Persistent momentum? One thing that is not clear from the paper is if I need to rebuild the Jacobian after the position update or if I can use the same...