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The Unified Particle Physics for Real-Time Applications paper explains how Flex works internally |
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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: |
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The answer
Pictures
PBD in the wild
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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:
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 :)
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