Search found 15 matches
- Mon Sep 03, 2007 1:51 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Impulse-based dynamic simulation library (IBDS)
- Replies: 94
- Views: 126402
Re: Impulse-based dynamic simulation library (IBDS)
Hi all, Does anyone tried to implement the method described in the paper? I've done a simple test using Scilab (A simple 1d chain) but i get strange bevahior. I've not digged too much into the details and maybe i'm doing something wrong. I found the paper interesting (even if some points are a littl...
- Fri May 18, 2007 9:07 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Cloth Bending Constraint
- Replies: 4
- Views: 10389
Re: Cloth Bending Constraint
Hi Erin, You may want to look at the Bridson's implementation: http://www-graphics.stanford.edu/~fedkiw/papers/stanford2003-06.pdf Regards, Carlo Lanzotti I would like to have a cloth bending constraint that can handle a non-zero rest angle. The constraint should not allow reflection of the vertices...
- Mon Mar 12, 2007 2:32 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Simple Physics Engine
- Replies: 3
- Views: 10026
I like the prices: 5000$ Half Commercial Use 20000$ Full Commercial Use Given the fact that it has less features than ODE or BULLET which are Open Source and free for commercial use and especially PhysX which has way more features and is free for the PC and PS3 I hardly see any value in this librar...
- Fri Mar 09, 2007 10:26 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Nice example of physic based gameplay
- Replies: 8
- Views: 17446
Ja, this game looks amazing... ...and even has an editor mode where you can build levels and share them (first video in the following link) http://www.gametrailers.com/gamepage.php?id=4491 The physics look great, but the gameplay and visual design make it just perfect. There also seems to be a lot ...
- Thu Feb 22, 2007 3:53 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Ageia paper on position based physics
- Replies: 73
- Views: 477387
Hi, ... Now I think it would be good to me to take a look at the methods used by Bridson (are they suitable for the realtime simulation?, any links are greatly appreciated :)) Definitely not, forgot about realtime simulation with complex piece of cloths/garments, especially with self collisions. Reg...
- Mon Jan 29, 2007 10:05 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Collision detection libraries
- Replies: 11
- Views: 16286
Re: Collision detection libraries
Hi, Hi, I am working on two things at the moment: 1. Implementing my impulse-based method on the GPU and 2. on deformable objects The simulation of joints on the GPU works already (a demo will soon be available on my homepage) but before the collision response can be implemented I need a collision d...
- Sat Jan 27, 2007 1:07 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Stan's cloth simulation demo/discussion
- Replies: 30
- Views: 61141
Re: bridson
Hi, Thank you for your detailed answer. Glad if i can be of help, i'm struggling with cloth simulation for years. The main problem for me with baraff's approach was, that you can easily end up having some frame with some penetration because the simulation fixes the penetration at the next timestep (...
- Fri Jan 26, 2007 1:53 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Stan's cloth simulation demo/discussion
- Replies: 30
- Views: 61141
Re: collision constraints
Hi Hello! I tried different ways to solve collisions. One way i followed was like this: 1. check for near faces and constrain (using z-vector like in the baraff paper) them not to move any further 2. simulateStep() 3. check for in-between collisions during position change x to x+1 4. if there where ...
- Sat Oct 07, 2006 9:56 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Ageia paper on position based physics
- Replies: 73
- Views: 477387
Hi John, [snip] Nice demos! Motion looks very good. Looking at the videos, it appears you are using somewhat complicated point mass networks for the rigid bodies. My system only uses 4 particles per RB (tetrahedrons), and uses the tetrahedral barycentric basis to provide realistic physical repositio...
- Sat Oct 07, 2006 1:29 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Ageia paper on position based physics
- Replies: 73
- Views: 477387
Hi Dirk, The equations of motion are (omitting @clanzotti Where did you use the methods before? Which projects did you work on? The examples look very nice - do you have any timing informations for the examples? Do they run in realtime? Cheers, -Dirk Yes, sorry for not included before such informati...
- Fri Oct 06, 2006 10:49 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Ageia paper on position based physics
- Replies: 73
- Views: 477387
Regarding section 7 of the paper, Future Work and rigid bodies: [snip] What I like about this method is it's based on constrained particle physics as opposed to optimization methods, which IMO looks much more realistic, and so far runs fast (have not spent any time optimizing the final system yet)....
- Fri Oct 06, 2006 10:34 am
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Ageia paper on position based physics
- Replies: 73
- Views: 477387
The two-way interaction stuff is nice. I have a problem with the treatment of collision constraints, though. Since you're moving the positions of the verticies around each iteration, the collision constraints that you detected outside of the constraint solver quickly become invalid. I believe you w...
- Wed Apr 05, 2006 9:51 am
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Which LCP's solver have been used by popular physics engine?
- Replies: 24
- Views: 49211
Conjugate gradient methods are typically used for solving implicit cloth systems. We had very little luck with that approach. Seems the CG solver would start diverging and give us large velocity spikes. CG is so often referred to as the best way to solve a PSD system, but in 16-bit floating point a...
- Thu Nov 17, 2005 1:32 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Physics of Plant
- Replies: 4
- Views: 9641
Hi, I've made a small mistake writing point to point constraint connecting branches and it caused constraints to oscillate ... at the moment whole simulation is stable even at 5 fps. I still didn't manage to implement rotational constraint blocking twists at the joint. I will try to research inform...
- Tue Nov 15, 2005 1:17 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Physics of Plant
- Replies: 4
- Views: 9641
Re: Physics of Plant
Hi, I'm trying to simulate a tree ;-) my first idea was to use spring/mass system to create soft body of the plant, problem with that approach was how to connect branches together without 1000's of springs Secound attempt was to build system from rigid bodies , costraints + springs to give elsticit...