[HN Gopher] Augmented Vertex Block Descent (AVBD)
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Augmented Vertex Block Descent (AVBD)
Author : bobajeff
Score : 78 points
Date : 2025-06-21 04:04 UTC (18 hours ago)
(HTM) web link (graphics.cs.utah.edu)
(TXT) w3m dump (graphics.cs.utah.edu)
| nurettin wrote:
| Collision detection doesn't seem to work when a particle's
| velocity exceeds the object size / check interval
| cyber_kinetist wrote:
| There's another paper called "Offset Geometric Contact" to be
| presented in the same conference, which solves the penetration
| issues with the VBD solver (and thus compatible with this
| paper): https://www.youtube.com/watch?v=xxyniqSLJik
|
| The new GPU collision detection method guarantees no
| penetrations throughout integration for VBD-like solvers
| (although you can also use it with Newton-based solvers with
| less optimal results). Over the past few years the direction
| for graphics research have mainly been looking at accelerating
| the IPC solver (which theoretically guaranteed penetration-free
| simulation but was too slow to use for real-time simulation),
| but seems researchers have figured out an alternative path that
| doesn't have the same scale-up issues on the GPU. Although I
| think you would still need an IPC-like second-order solver for
| very accurate simulations (ex. for mechanical engineering), for
| games and VFX this is certainly good enough.
| Gbox4 wrote:
| This is cool, are there any game engines doing this?
| yorwba wrote:
| This is the demo page for a paper that will officially be
| published in August.
| RicoElectrico wrote:
| If ever, expect Roblox to implement this, per one of the
| author's affiliation.
| stephc_int13 wrote:
| Is there any source code available somewhere for the GPU demo or
| the 2D web demo?
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(page generated 2025-06-21 23:01 UTC)